diff options
Diffstat (limited to 'Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp')
-rw-r--r-- | Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp | 769 |
1 files changed, 769 insertions, 0 deletions
diff --git a/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp b/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp new file mode 100644 index 000000000..99ece1775 --- /dev/null +++ b/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp @@ -0,0 +1,769 @@ +// +// Copyright (c) 2002-2010 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. +// + +// geometry/VertexDataManager.h: Defines the VertexDataManager, a class that +// runs the Buffer translation process. + +#include "libGLESv2/geometry/VertexDataManager.h" + +#include "common/debug.h" + +#include "libGLESv2/Buffer.h" +#include "libGLESv2/Program.h" +#include "libGLESv2/main.h" + +#include "libGLESv2/geometry/vertexconversion.h" +#include "libGLESv2/geometry/IndexDataManager.h" + +namespace +{ + enum { INITIAL_STREAM_BUFFER_SIZE = 1024*1024 }; +} + +namespace gl +{ + +VertexDataManager::VertexDataManager(Context *context, IDirect3DDevice9 *device) : mContext(context), mDevice(device) +{ + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + mDirtyCurrentValue[i] = true; + mCurrentValueBuffer[i] = NULL; + } + + const D3DCAPS9 &caps = context->getDeviceCaps(); + checkVertexCaps(caps.DeclTypes); + + mStreamingBuffer = new StreamingVertexBuffer(mDevice, INITIAL_STREAM_BUFFER_SIZE); +} + +VertexDataManager::~VertexDataManager() +{ + delete mStreamingBuffer; + + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + delete mCurrentValueBuffer[i]; + } +} + +UINT VertexDataManager::writeAttributeData(ArrayVertexBuffer *vertexBuffer, GLint start, GLsizei count, const VertexAttribute &attribute) +{ + Buffer *buffer = attribute.mBoundBuffer.get(); + + int inputStride = attribute.stride(); + int elementSize = attribute.typeSize(); + const FormatConverter &converter = formatConverter(attribute); + UINT streamOffset = 0; + + void *output = NULL; + + if (vertexBuffer) + { + output = vertexBuffer->map(attribute, spaceRequired(attribute, count), &streamOffset); + } + + if (output == NULL) + { + ERR("Failed to map vertex buffer."); + return -1; + } + + const char *input = NULL; + + if (buffer) + { + int offset = attribute.mOffset; + + input = static_cast<const char*>(buffer->data()) + offset; + } + else + { + input = static_cast<const char*>(attribute.mPointer); + } + + input += inputStride * start; + + if (converter.identity && inputStride == elementSize) + { + memcpy(output, input, count * inputStride); + } + else + { + converter.convertArray(input, inputStride, count, output); + } + + vertexBuffer->unmap(); + + return streamOffset; +} + +GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, TranslatedAttribute *translated) +{ + GLenum error = GL_NO_ERROR; + const VertexAttributeArray &attribs = mContext->getVertexAttributes(); + Program *program = mContext->getCurrentProgram(); + + for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) + { + translated[attributeIndex].active = (program->getSemanticIndex(attributeIndex) != -1); + } + + // Determine the required storage size per used buffer + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + Buffer *buffer = attribs[i].mBoundBuffer.get(); + + if (translated[i].active && attribs[i].mArrayEnabled && (buffer || attribs[i].mPointer)) + { + StaticVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL; + + if (staticBuffer && staticBuffer->size() == 0) + { + int totalCount = buffer->size() / attribs[i].stride(); + staticBuffer->addRequiredSpace(spaceRequired(attribs[i], totalCount)); + } + else if (!staticBuffer || staticBuffer->lookupAttribute(attribs[i]) == -1) + { + if (mStreamingBuffer) + { + mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count)); + } + } + } + } + + // Invalidate static buffers if the attribute formats no longer match + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + Buffer *buffer = attribs[i].mBoundBuffer.get(); + + if (translated[i].active && attribs[i].mArrayEnabled && buffer) + { + StaticVertexBuffer *staticBuffer = buffer->getVertexBuffer(); + + if (staticBuffer && staticBuffer->size() != 0) + { + bool matchingAttributes = true; + + for (int j = 0; j < MAX_VERTEX_ATTRIBS; j++) + { + if (translated[j].active && attribs[j].mArrayEnabled && attribs[j].mBoundBuffer.get() == buffer) + { + if (staticBuffer->lookupAttribute(attribs[j]) == -1) + { + matchingAttributes = false; + break; + } + } + } + + if (!matchingAttributes && mStreamingBuffer) + { + mStreamingBuffer->addRequiredSpaceFor(staticBuffer); + buffer->invalidateStaticData(); + } + } + } + } + + // Reserve the required space per used buffer + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + Buffer *buffer = attribs[i].mBoundBuffer.get(); + + if (translated[i].active && attribs[i].mArrayEnabled && (buffer || attribs[i].mPointer)) + { + ArrayVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL; + ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : mStreamingBuffer; + + if (vertexBuffer) + { + vertexBuffer->reserveRequiredSpace(); + } + } + } + + // Perform the vertex data translations + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + if (translated[i].active) + { + Buffer *buffer = attribs[i].mBoundBuffer.get(); + + if (attribs[i].mArrayEnabled) + { + if (!buffer && attribs[i].mPointer == NULL) + { + // This is an application error that would normally result in a crash, but we catch it and return an error + ERR("An enabled vertex array has no buffer and no pointer."); + return GL_INVALID_OPERATION; + } + + const FormatConverter &converter = formatConverter(attribs[i]); + + StaticVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL; + ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : static_cast<ArrayVertexBuffer*>(mStreamingBuffer); + + UINT streamOffset = -1; + + if (staticBuffer) + { + streamOffset = staticBuffer->lookupAttribute(attribs[i]); + + if (streamOffset == -1) + { + // Convert the entire buffer + int totalCount = buffer->size() / attribs[i].stride(); + int startIndex = attribs[i].mOffset / attribs[i].stride(); + + streamOffset = writeAttributeData(staticBuffer, -startIndex, totalCount, attribs[i]); + } + + if (streamOffset != -1) + { + streamOffset += (start + attribs[i].mOffset / attribs[i].stride()) * converter.outputElementSize; + } + } + else + { + streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i]); + } + + if (streamOffset == -1) + { + return GL_OUT_OF_MEMORY; + } + + translated[i].vertexBuffer = vertexBuffer->getBuffer(); + translated[i].type = converter.d3dDeclType; + translated[i].stride = converter.outputElementSize; + translated[i].offset = streamOffset; + } + else + { + if (mDirtyCurrentValue[i]) + { + delete mCurrentValueBuffer[i]; + mCurrentValueBuffer[i] = new ConstantVertexBuffer(mDevice, attribs[i].mCurrentValue[0], attribs[i].mCurrentValue[1], attribs[i].mCurrentValue[2], attribs[i].mCurrentValue[3]); + mDirtyCurrentValue[i] = false; + } + + translated[i].vertexBuffer = mCurrentValueBuffer[i]->getBuffer(); + + translated[i].type = D3DDECLTYPE_FLOAT4; + translated[i].stride = 0; + translated[i].offset = 0; + } + } + } + + return GL_NO_ERROR; +} + +std::size_t VertexDataManager::spaceRequired(const VertexAttribute &attrib, std::size_t count) const +{ + return formatConverter(attrib).outputElementSize * count; +} + +// Mapping from OpenGL-ES vertex attrib type to D3D decl type: +// +// BYTE SHORT (Cast) +// BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm) +// UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast) +// UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize) +// SHORT SHORT (Identity) +// SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize) +// UNSIGNED_SHORT FLOAT (Cast) +// UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize) +// FIXED (not in WebGL) FLOAT (FixedToFloat) +// FLOAT FLOAT (Identity) + +// GLToCType maps from GL type (as GLenum) to the C typedef. +template <GLenum GLType> struct GLToCType { }; + +template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; }; +template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; }; +template <> struct GLToCType<GL_SHORT> { typedef GLshort type; }; +template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; }; +template <> struct GLToCType<GL_FIXED> { typedef GLuint type; }; +template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; }; + +// This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.) +enum D3DVertexType +{ + D3DVT_FLOAT, + D3DVT_SHORT, + D3DVT_SHORT_NORM, + D3DVT_UBYTE, + D3DVT_UBYTE_NORM, + D3DVT_USHORT_NORM +}; + +// D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type. +template <unsigned int D3DType> struct D3DToCType { }; + +template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; }; +template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; }; +template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; }; +template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; }; +template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; }; +template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; }; + +// Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size. +template <unsigned int type, int size> +struct WidenRule +{ +}; + +template <int size> struct WidenRule<D3DVT_FLOAT, size> : gl::NoWiden<size> { }; +template <int size> struct WidenRule<D3DVT_SHORT, size> : gl::WidenToEven<size> { }; +template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : gl::WidenToEven<size> { }; +template <int size> struct WidenRule<D3DVT_UBYTE, size> : gl::WidenToFour<size> { }; +template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : gl::WidenToFour<size> { }; +template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : gl::WidenToEven<size> { }; + +// VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination. +template <unsigned int d3dtype, int size> +struct VertexTypeFlags +{ +}; + +template <unsigned int capflag, unsigned int declflag> +struct VertexTypeFlagsHelper +{ + enum { capflag = capflag }; + enum { declflag = declflag }; +}; + +template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { }; +template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { }; +template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { }; +template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { }; +template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { }; +template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { }; +template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { }; +template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { }; +template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { }; +template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { }; +template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { }; +template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { }; + + +// VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums). +template <GLenum GLtype, bool normalized> +struct VertexTypeMapping +{ +}; + +template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred> +struct VertexTypeMappingBase +{ + enum { preferred = Preferred }; + enum { fallback = Fallback }; +}; + +template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast +template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize +template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast +template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize +template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity +template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize +template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast +template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize +template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat +template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity + + +// Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat). +// The conversion rules themselves are defined in vertexconversion.h. + +// Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping). +template <GLenum fromType, bool normalized, unsigned int toType> +struct ConversionRule : gl::Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type> +{ +}; + +// All conversions from normalized types to float use the Normalize operator. +template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : gl::Normalize<typename GLToCType<fromType>::type> { }; + +// Use a full specialisation for this so that it preferentially matches ahead of the generic normalize-to-float rules. +template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 16> { }; +template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 16> { }; + +// A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1) +// whether it is normalized or not. +template <class T, bool normalized> +struct DefaultVertexValuesStage2 +{ +}; + +template <class T> struct DefaultVertexValuesStage2<T, true> : gl::NormalizedDefaultValues<T> { }; +template <class T> struct DefaultVertexValuesStage2<T, false> : gl::SimpleDefaultValues<T> { }; + +// Work out the default value rule for a D3D type (expressed as the C type) and +template <class T, bool normalized> +struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized> +{ +}; + +template <bool normalized> struct DefaultVertexValues<float, normalized> : gl::SimpleDefaultValues<float> { }; + +// Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion. +// The fallback conversion produces an output that all D3D9 devices must support. +template <class T> struct UsePreferred { enum { type = T::preferred }; }; +template <class T> struct UseFallback { enum { type = T::fallback }; }; + +// Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion, +// it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag +// and the D3DDECLTYPE member needed for the vertex declaration in declflag. +template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule> +struct Converter + : gl::VertexDataConverter<typename GLToCType<fromType>::type, + WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>, + ConversionRule<fromType, + normalized, + PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>, + DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > > +{ +private: + enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type }; + enum { d3dsize = WidenRule<d3dtype, size>::finalWidth }; + +public: + enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag }; + enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag }; +}; + +// Initialise a TranslationInfo +#define TRANSLATION(type, norm, size, preferred) \ + { \ + Converter<type, norm, size, preferred>::identity, \ + Converter<type, norm, size, preferred>::finalSize, \ + Converter<type, norm, size, preferred>::convertArray, \ + static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \ + } + +#define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \ + { \ + Converter<type, norm, size, UsePreferred>::capflag, \ + TRANSLATION(type, norm, size, UsePreferred), \ + TRANSLATION(type, norm, size, UseFallback) \ + } + +#define TRANSLATIONS_FOR_TYPE(type) \ + { \ + { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \ + { TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \ + } + +const VertexDataManager::TranslationDescription VertexDataManager::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1] +{ + TRANSLATIONS_FOR_TYPE(GL_BYTE), + TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE), + TRANSLATIONS_FOR_TYPE(GL_SHORT), + TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT), + TRANSLATIONS_FOR_TYPE(GL_FIXED), + TRANSLATIONS_FOR_TYPE(GL_FLOAT) +}; + +void VertexDataManager::checkVertexCaps(DWORD declTypes) +{ + for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++) + { + for (unsigned int j = 0; j < 2; j++) + { + for (unsigned int k = 0; k < 4; k++) + { + if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0) + { + mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion; + } + else + { + mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion; + } + } + } + } +} + +// This is used to index mAttributeTypes and mPossibleTranslations. +unsigned int VertexDataManager::typeIndex(GLenum type) const +{ + switch (type) + { + case GL_BYTE: return 0; + case GL_UNSIGNED_BYTE: return 1; + case GL_SHORT: return 2; + case GL_UNSIGNED_SHORT: return 3; + case GL_FIXED: return 4; + case GL_FLOAT: return 5; + + default: UNREACHABLE(); return 5; + } +} + +void VertexDataManager::setupAttributes(const TranslatedAttribute *attributes) +{ + D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS]; + D3DVERTEXELEMENT9 *element = &elements[0]; + + for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) + { + if (attributes[i].active) + { + mDevice->SetStreamSource(i, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride); + + element->Stream = i; + element->Offset = 0; + element->Type = attributes[i].type; + element->Method = D3DDECLMETHOD_DEFAULT; + element->Usage = D3DDECLUSAGE_TEXCOORD; + element->UsageIndex = attributes[i].semanticIndex; + element++; + } + } + + static const D3DVERTEXELEMENT9 end = D3DDECL_END(); + *element = end; + + IDirect3DVertexDeclaration9 *vertexDeclaration; + mDevice->CreateVertexDeclaration(elements, &vertexDeclaration); + mDevice->SetVertexDeclaration(vertexDeclaration); + vertexDeclaration->Release(); +} + +VertexBuffer::VertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : mDevice(device), mVertexBuffer(NULL) +{ + if (size > 0) + { + D3DPOOL pool = getDisplay()->getBufferPool(usageFlags); + HRESULT result = device->CreateVertexBuffer(size, usageFlags, 0, pool, &mVertexBuffer, NULL); + + if (FAILED(result)) + { + ERR("Out of memory allocating a vertex buffer of size %lu.", size); + } + } +} + +VertexBuffer::~VertexBuffer() +{ + if (mVertexBuffer) + { + mVertexBuffer->Release(); + } +} + +void VertexBuffer::unmap() +{ + if (mVertexBuffer) + { + mVertexBuffer->Unlock(); + } +} + +IDirect3DVertexBuffer9 *VertexBuffer::getBuffer() const +{ + return mVertexBuffer; +} + +ConstantVertexBuffer::ConstantVertexBuffer(IDirect3DDevice9 *device, float x, float y, float z, float w) : VertexBuffer(device, 4 * sizeof(float), D3DUSAGE_WRITEONLY) +{ + void *buffer = NULL; + + if (mVertexBuffer) + { + HRESULT result = mVertexBuffer->Lock(0, 0, &buffer, 0); + + if (FAILED(result)) + { + ERR("Lock failed with error 0x%08x", result); + } + } + + if (buffer) + { + float *vector = (float*)buffer; + + vector[0] = x; + vector[1] = y; + vector[2] = z; + vector[3] = w; + + mVertexBuffer->Unlock(); + } +} + +ConstantVertexBuffer::~ConstantVertexBuffer() +{ +} + +ArrayVertexBuffer::ArrayVertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : VertexBuffer(device, size, usageFlags) +{ + mBufferSize = size; + mWritePosition = 0; + mRequiredSpace = 0; +} + +ArrayVertexBuffer::~ArrayVertexBuffer() +{ +} + +void ArrayVertexBuffer::addRequiredSpace(UINT requiredSpace) +{ + mRequiredSpace += requiredSpace; +} + +void ArrayVertexBuffer::addRequiredSpaceFor(ArrayVertexBuffer *buffer) +{ + mRequiredSpace += buffer->mRequiredSpace; +} + +StreamingVertexBuffer::StreamingVertexBuffer(IDirect3DDevice9 *device, std::size_t initialSize) : ArrayVertexBuffer(device, initialSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY) +{ +} + +StreamingVertexBuffer::~StreamingVertexBuffer() +{ +} + +void *StreamingVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *offset) +{ + void *mapPtr = NULL; + + if (mVertexBuffer) + { + HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, D3DLOCK_NOOVERWRITE); + + if (FAILED(result)) + { + ERR("Lock failed with error 0x%08x", result); + return NULL; + } + + *offset = mWritePosition; + mWritePosition += requiredSpace; + } + + return mapPtr; +} + +void StreamingVertexBuffer::reserveRequiredSpace() +{ + if (mRequiredSpace > mBufferSize) + { + if (mVertexBuffer) + { + mVertexBuffer->Release(); + mVertexBuffer = NULL; + } + + mBufferSize = std::max(mRequiredSpace, 3 * mBufferSize / 2); // 1.5 x mBufferSize is arbitrary and should be checked to see we don't have too many reallocations. + + D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY); + HRESULT result = mDevice->CreateVertexBuffer(mBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL); + + if (FAILED(result)) + { + ERR("Out of memory allocating a vertex buffer of size %lu.", mBufferSize); + } + + mWritePosition = 0; + } + else if (mWritePosition + mRequiredSpace > mBufferSize) // Recycle + { + if (mVertexBuffer) + { + void *dummy; + mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD); + mVertexBuffer->Unlock(); + } + + mWritePosition = 0; + } + + mRequiredSpace = 0; +} + +StaticVertexBuffer::StaticVertexBuffer(IDirect3DDevice9 *device) : ArrayVertexBuffer(device, 0, D3DUSAGE_WRITEONLY) +{ +} + +StaticVertexBuffer::~StaticVertexBuffer() +{ +} + +void *StaticVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, UINT *streamOffset) +{ + void *mapPtr = NULL; + + if (mVertexBuffer) + { + HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, 0); + + if (FAILED(result)) + { + ERR("Lock failed with error 0x%08x", result); + return NULL; + } + + int attributeOffset = attribute.mOffset % attribute.stride(); + VertexElement element = {attribute.mType, attribute.mSize, attribute.mNormalized, attributeOffset, mWritePosition}; + mCache.push_back(element); + + *streamOffset = mWritePosition; + mWritePosition += requiredSpace; + } + + return mapPtr; +} + +void StaticVertexBuffer::reserveRequiredSpace() +{ + if (!mVertexBuffer && mBufferSize == 0) + { + D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_WRITEONLY); + HRESULT result = mDevice->CreateVertexBuffer(mRequiredSpace, D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL); + + if (FAILED(result)) + { + ERR("Out of memory allocating a vertex buffer of size %lu.", mRequiredSpace); + } + + mBufferSize = mRequiredSpace; + } + else if (mVertexBuffer && mBufferSize >= mRequiredSpace) + { + // Already allocated + } + else UNREACHABLE(); // Static vertex buffers can't be resized + + mRequiredSpace = 0; +} + +UINT StaticVertexBuffer::lookupAttribute(const VertexAttribute &attribute) +{ + for (unsigned int element = 0; element < mCache.size(); element++) + { + if (mCache[element].type == attribute.mType && mCache[element].size == attribute.mSize && mCache[element].normalized == attribute.mNormalized) + { + if (mCache[element].attributeOffset == attribute.mOffset % attribute.stride()) + { + return mCache[element].streamOffset; + } + } + } + + return -1; +} + +const VertexDataManager::FormatConverter &VertexDataManager::formatConverter(const VertexAttribute &attribute) const +{ + return mAttributeTypes[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1]; +} +} |