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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 3 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 "GS_D3D11SubSystem.hpp"
- static inline void PushBuffer(vector<ID3D11Buffer*> &buffers,
- vector<uint32_t> &strides, ID3D11Buffer *buffer,
- size_t elementSize, const char *name)
- {
- if (buffer) {
- buffers.push_back(buffer);
- strides.push_back((uint32_t)elementSize);
- } 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);
- }
- void gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
- vector<ID3D11Buffer*> &buffers, vector<uint32_t> &strides)
- {
- PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point");
- if (shader->hasNormals)
- PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
- "normal");
- if (shader->hasColors)
- PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
- "color");
- if (shader->hasTangents)
- PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
- "tangent");
- if (shader->nTexUnits <= uvBuffers.size()) {
- for (size_t i = 0; i < shader->nTexUnits; i++) {
- buffers.push_back(uvBuffers[i]);
- strides.push_back((uint32_t)uvSizes[i]);
- }
- } else {
- blog(LOG_ERROR, "This vertex shader requires at least %u "
- "texture buffers.",
- (uint32_t)shader->nTexUnits);
- }
- }
- inline 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);
- }
- gs_vertex_buffer::gs_vertex_buffer(device_t device, struct vb_data *data,
- uint32_t flags)
- : device (device),
- vbd (data),
- numVerts (data->num),
- dynamic ((flags & GS_DYNAMIC) != 0)
- {
- if (!data->num)
- throw "Cannot initialize vertex buffer with 0 vertices";
- if (!data->points)
- throw "No points specified for vertex buffer";
- InitBuffer(sizeof(vec3), data->num, data->points,
- vertexBuffer.Assign());
- if (data->normals)
- InitBuffer(sizeof(vec3), data->num, data->normals,
- normalBuffer.Assign());
- if (data->tangents)
- InitBuffer(sizeof(vec3), data->num, data->tangents,
- tangentBuffer.Assign());
- if (data->colors)
- InitBuffer(sizeof(uint32_t), data->num, data->colors,
- colorBuffer.Assign());
- for (size_t i = 0; i < data->num_tex; i++) {
- struct tvertarray *tverts = 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), data->num,
- tverts->array, buffer.Assign());
- uvBuffers.push_back(buffer);
- uvSizes.push_back(tverts->width * sizeof(float));
- }
- if (!dynamic) {
- bfree(data);
- data = NULL;
- }
- }
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