summaryrefslogtreecommitdiffstats
path: root/gfx/angle/checkout/src/libANGLE/renderer/d3d/d3d9/VertexBuffer9.cpp
blob: 915928686aa8e9af3d2e50e99df7d4a7464cbf81 (plain)
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
//
// Copyright 2002 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.
//

// VertexBuffer9.cpp: Defines the D3D9 VertexBuffer implementation.

#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"

#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/vertexconversion.h"

namespace rx
{

VertexBuffer9::VertexBuffer9(Renderer9 *renderer) : mRenderer(renderer)
{
    mVertexBuffer = nullptr;
    mBufferSize   = 0;
    mDynamicUsage = false;
}

VertexBuffer9::~VertexBuffer9()
{
    SafeRelease(mVertexBuffer);
}

angle::Result VertexBuffer9::initialize(const gl::Context *context,
                                        unsigned int size,
                                        bool dynamicUsage)
{
    SafeRelease(mVertexBuffer);

    updateSerial();

    if (size > 0)
    {
        DWORD flags = D3DUSAGE_WRITEONLY;
        if (dynamicUsage)
        {
            flags |= D3DUSAGE_DYNAMIC;
        }

        HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer);
        ANGLE_TRY_HR(GetImplAs<Context9>(context), result,
                     "Failed to allocate internal vertex buffer");
    }

    mBufferSize   = size;
    mDynamicUsage = dynamicUsage;
    return angle::Result::Continue;
}

angle::Result VertexBuffer9::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(mVertexBuffer);

    size_t inputStride = gl::ComputeVertexAttributeStride(attrib, binding);
    size_t elementSize = gl::ComputeVertexAttributeTypeSize(attrib);

    DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;

    uint8_t *mapPtr = nullptr;

    unsigned int mapSize = 0;
    ANGLE_TRY(
        mRenderer->getVertexSpaceRequired(context, attrib, binding, count, instances, 0, &mapSize));

    HRESULT result =
        mVertexBuffer->Lock(offset, mapSize, reinterpret_cast<void **>(&mapPtr), lockFlags);
    ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to lock internal vertex buffer");

    const uint8_t *input = sourceData;

    if (instances == 0 || binding.getDivisor() == 0)
    {
        input += inputStride * start;
    }

    angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, currentValueType);
    const d3d9::VertexFormat &d3dVertexInfo =
        d3d9::GetVertexFormatInfo(mRenderer->getCapsDeclTypes(), vertexFormatID);
    bool needsConversion = (d3dVertexInfo.conversionType & VERTEX_CONVERT_CPU) > 0;

    if (!needsConversion && inputStride == elementSize)
    {
        size_t copySize = count * inputStride;
        memcpy(mapPtr, input, copySize);
    }
    else
    {
        d3dVertexInfo.copyFunction(input, inputStride, count, mapPtr);
    }

    mVertexBuffer->Unlock();

    return angle::Result::Continue;
}

unsigned int VertexBuffer9::getBufferSize() const
{
    return mBufferSize;
}

angle::Result VertexBuffer9::setBufferSize(const gl::Context *context, unsigned int size)
{
    if (size > mBufferSize)
    {
        return initialize(context, size, mDynamicUsage);
    }
    else
    {
        return angle::Result::Continue;
    }
}

angle::Result VertexBuffer9::discard(const gl::Context *context)
{
    ASSERT(mVertexBuffer);

    void *mock;
    HRESULT result;

    Context9 *context9 = GetImplAs<Context9>(context);

    result = mVertexBuffer->Lock(0, 1, &mock, D3DLOCK_DISCARD);
    ANGLE_TRY_HR(context9, result, "Failed to lock internal vertex buffer for discarding");

    result = mVertexBuffer->Unlock();
    ANGLE_TRY_HR(context9, result, "Failed to unlock internal vertex buffer for discarding");

    return angle::Result::Continue;
}

IDirect3DVertexBuffer9 *VertexBuffer9::getBuffer() const
{
    return mVertexBuffer;
}
}  // namespace rx