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							- /******************************************************************************
 
-     Copyright (C) 2013 by Hugh Bailey <[email protected]>
 
-     This program is free software: you can redistribute it and/or modify
 
-     it under the terms of the GNU General Public License as published by
 
-     the Free Software Foundation, either version 2 of the License, or
 
-     (at your option) any later version.
 
-     This program is distributed in the hope that it will be useful,
 
-     but WITHOUT ANY WARRANTY; without even the implied warranty of
 
-     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 
-     GNU General Public License for more details.
 
-     You should have received a copy of the GNU General Public License
 
-     along with this program.  If not, see <http://www.gnu.org/licenses/>.
 
- ******************************************************************************/
 
- #include <util/base.h>
 
- #include <graphics/vec3.h>
 
- #include "d3d11-subsystem.hpp"
 
- static inline void PushBuffer(UINT *refNumBuffers, ID3D11Buffer **buffers,
 
- 			      uint32_t *strides, ID3D11Buffer *buffer,
 
- 			      size_t elementSize, const char *name)
 
- {
 
- 	const UINT numBuffers = *refNumBuffers;
 
- 	if (buffer) {
 
- 		buffers[numBuffers] = buffer;
 
- 		strides[numBuffers] = (uint32_t)elementSize;
 
- 		*refNumBuffers = numBuffers + 1;
 
- 	} else {
 
- 		blog(LOG_ERROR, "This vertex shader requires a %s buffer",
 
- 		     name);
 
- 	}
 
- }
 
- void gs_vertex_buffer::FlushBuffer(ID3D11Buffer *buffer, void *array,
 
- 				   size_t elementSize)
 
- {
 
- 	D3D11_MAPPED_SUBRESOURCE msr;
 
- 	HRESULT hr;
 
- 	if (FAILED(hr = device->context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD,
 
- 					     0, &msr)))
 
- 		throw HRError("Failed to map buffer", hr);
 
- 	memcpy(msr.pData, array, elementSize * vbd.data->num);
 
- 	device->context->Unmap(buffer, 0);
 
- }
 
- UINT gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
 
- 				      ID3D11Buffer **buffers, uint32_t *strides)
 
- {
 
- 	UINT numBuffers = 0;
 
- 	PushBuffer(&numBuffers, buffers, strides, vertexBuffer, sizeof(vec3),
 
- 		   "point");
 
- 	if (shader->hasNormals)
 
- 		PushBuffer(&numBuffers, buffers, strides, normalBuffer,
 
- 			   sizeof(vec3), "normal");
 
- 	if (shader->hasColors)
 
- 		PushBuffer(&numBuffers, buffers, strides, colorBuffer,
 
- 			   sizeof(uint32_t), "color");
 
- 	if (shader->hasTangents)
 
- 		PushBuffer(&numBuffers, buffers, strides, tangentBuffer,
 
- 			   sizeof(vec3), "tangent");
 
- 	if (shader->nTexUnits <= uvBuffers.size()) {
 
- 		for (size_t i = 0; i < shader->nTexUnits; i++) {
 
- 			buffers[numBuffers] = uvBuffers[i];
 
- 			strides[numBuffers] = (uint32_t)uvSizes[i];
 
- 			++numBuffers;
 
- 		}
 
- 	} else {
 
- 		blog(LOG_ERROR,
 
- 		     "This vertex shader requires at least %u "
 
- 		     "texture buffers.",
 
- 		     (uint32_t)shader->nTexUnits);
 
- 	}
 
- 	return numBuffers;
 
- }
 
- void gs_vertex_buffer::InitBuffer(const size_t elementSize,
 
- 				  const size_t numVerts, void *array,
 
- 				  ID3D11Buffer **buffer)
 
- {
 
- 	D3D11_BUFFER_DESC bd;
 
- 	D3D11_SUBRESOURCE_DATA srd;
 
- 	HRESULT hr;
 
- 	memset(&bd, 0, sizeof(bd));
 
- 	memset(&srd, 0, sizeof(srd));
 
- 	bd.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
 
- 	bd.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0;
 
- 	bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
 
- 	bd.ByteWidth = UINT(elementSize * numVerts);
 
- 	srd.pSysMem = array;
 
- 	hr = device->device->CreateBuffer(&bd, &srd, buffer);
 
- 	if (FAILED(hr))
 
- 		throw HRError("Failed to create buffer", hr);
 
- }
 
- void gs_vertex_buffer::BuildBuffers()
 
- {
 
- 	InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->points,
 
- 		   &vertexBuffer);
 
- 	if (vbd.data->normals)
 
- 		InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->normals,
 
- 			   &normalBuffer);
 
- 	if (vbd.data->tangents)
 
- 		InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->tangents,
 
- 			   &tangentBuffer);
 
- 	if (vbd.data->colors)
 
- 		InitBuffer(sizeof(uint32_t), vbd.data->num, vbd.data->colors,
 
- 			   &colorBuffer);
 
- 	for (size_t i = 0; i < vbd.data->num_tex; i++) {
 
- 		struct gs_tvertarray *tverts = vbd.data->tvarray + i;
 
- 		if (tverts->width != 2 && tverts->width != 4)
 
- 			throw "Invalid texture vertex size specified";
 
- 		if (!tverts->array)
 
- 			throw "No texture vertices specified";
 
- 		ComPtr<ID3D11Buffer> buffer;
 
- 		InitBuffer(tverts->width * sizeof(float), vbd.data->num,
 
- 			   tverts->array, &buffer);
 
- 		uvBuffers.push_back(buffer);
 
- 		uvSizes.push_back(tverts->width * sizeof(float));
 
- 	}
 
- }
 
- gs_vertex_buffer::gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
 
- 				   uint32_t flags)
 
- 	: gs_obj(device, gs_type::gs_vertex_buffer),
 
- 	  dynamic((flags & GS_DYNAMIC) != 0),
 
- 	  vbd(data),
 
- 	  numVerts(data->num)
 
- {
 
- 	if (!data->num)
 
- 		throw "Cannot initialize vertex buffer with 0 vertices";
 
- 	if (!data->points)
 
- 		throw "No points specified for vertex buffer";
 
- 	BuildBuffers();
 
- }
 
 
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