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-rw-r--r--gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp167
1 files changed, 167 insertions, 0 deletions
diff --git a/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
new file mode 100644
index 0000000000..9daa8f83f9
--- /dev/null
+++ b/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d11/VertexBuffer11.cpp
@@ -0,0 +1,167 @@
+//
+// Copyright 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/Context.h"
+#include "libANGLE/VertexAttribute.h"
+#include "libANGLE/formatutils.h"
+#include "libANGLE/renderer/d3d/d3d11/Buffer11.h"
+#include "libANGLE/renderer/d3d/d3d11/Context11.h"
+#include "libANGLE/renderer/d3d/d3d11/Renderer11.h"
+#include "libANGLE/renderer/d3d/d3d11/formatutils11.h"
+#include "libANGLE/renderer/d3d/d3d11/renderer11_utils.h"
+
+namespace rx
+{
+
+VertexBuffer11::VertexBuffer11(Renderer11 *const renderer)
+ : mRenderer(renderer),
+ mBuffer(),
+ mBufferSize(0),
+ mDynamicUsage(false),
+ mMappedResourceData(nullptr)
+{}
+
+VertexBuffer11::~VertexBuffer11()
+{
+ ASSERT(mMappedResourceData == nullptr);
+}
+
+angle::Result VertexBuffer11::initialize(const gl::Context *context,
+ unsigned int size,
+ bool dynamicUsage)
+{
+ mBuffer.reset();
+ updateSerial();
+
+ if (size > 0)
+ {
+ 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;
+
+ ANGLE_TRY(mRenderer->allocateResource(GetImplAs<Context11>(context), bufferDesc, &mBuffer));
+
+ if (dynamicUsage)
+ {
+ mBuffer.setInternalName("VertexBuffer11(dynamic)");
+ }
+ else
+ {
+ mBuffer.setInternalName("VertexBuffer11(static)");
+ }
+ }
+
+ mBufferSize = size;
+ mDynamicUsage = dynamicUsage;
+
+ return angle::Result::Continue;
+}
+
+angle::Result VertexBuffer11::mapResource(const gl::Context *context)
+{
+ if (mMappedResourceData == nullptr)
+ {
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+
+ ANGLE_TRY(mRenderer->mapResource(context, mBuffer.get(), 0, D3D11_MAP_WRITE_NO_OVERWRITE, 0,
+ &mappedResource));
+
+ mMappedResourceData = static_cast<uint8_t *>(mappedResource.pData);
+ }
+
+ return angle::Result::Continue;
+}
+
+void VertexBuffer11::hintUnmapResource()
+{
+ if (mMappedResourceData != nullptr)
+ {
+ ID3D11DeviceContext *dxContext = mRenderer->getDeviceContext();
+ dxContext->Unmap(mBuffer.get(), 0);
+
+ mMappedResourceData = nullptr;
+ }
+}
+
+angle::Result VertexBuffer11::storeVertexAttributes(const gl::Context *context,
+ const gl::VertexAttribute &attrib,
+ const gl::VertexBinding &binding,
+ gl::VertexAttribType currentValueType,
+ GLint start,
+ size_t count,
+ GLsizei instances,
+ unsigned int offset,
+ const uint8_t *sourceData)
+{
+ ASSERT(mBuffer.valid());
+
+ int inputStride = static_cast<int>(ComputeVertexAttributeStride(attrib, binding));
+
+ // This will map the resource if it isn't already mapped.
+ ANGLE_TRY(mapResource(context));
+
+ uint8_t *output = mMappedResourceData + offset;
+
+ const uint8_t *input = sourceData;
+
+ if (instances == 0 || binding.getDivisor() == 0)
+ {
+ input += inputStride * start;
+ }
+
+ angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, currentValueType);
+ const D3D_FEATURE_LEVEL featureLevel = mRenderer->getRenderer11DeviceCaps().featureLevel;
+ const d3d11::VertexFormat &vertexFormatInfo =
+ d3d11::GetVertexFormatInfo(vertexFormatID, featureLevel);
+ ASSERT(vertexFormatInfo.copyFunction != nullptr);
+ vertexFormatInfo.copyFunction(input, inputStride, count, output);
+
+ return angle::Result::Continue;
+}
+
+unsigned int VertexBuffer11::getBufferSize() const
+{
+ return mBufferSize;
+}
+
+angle::Result VertexBuffer11::setBufferSize(const gl::Context *context, unsigned int size)
+{
+ if (size > mBufferSize)
+ {
+ return initialize(context, size, mDynamicUsage);
+ }
+
+ return angle::Result::Continue;
+}
+
+angle::Result VertexBuffer11::discard(const gl::Context *context)
+{
+ ASSERT(mBuffer.valid());
+
+ D3D11_MAPPED_SUBRESOURCE mappedResource;
+ ANGLE_TRY(mRenderer->mapResource(context, mBuffer.get(), 0, D3D11_MAP_WRITE_DISCARD, 0,
+ &mappedResource));
+
+ mRenderer->getDeviceContext()->Unmap(mBuffer.get(), 0);
+
+ return angle::Result::Continue;
+}
+
+const d3d11::Buffer &VertexBuffer11::getBuffer() const
+{
+ return mBuffer;
+}
+
+} // namespace rx