GS_D3D11VertexBuffer.cpp 4.3 KB

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  1. /******************************************************************************
  2. Copyright (C) 2013 by Hugh Bailey <[email protected]>
  3. This program is free software: you can redistribute it and/or modify
  4. it under the terms of the GNU General Public License as published by
  5. the Free Software Foundation, either version 3 of the License, or
  6. (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  10. GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program. If not, see <http://www.gnu.org/licenses/>.
  13. ******************************************************************************/
  14. #include "util/base.h"
  15. #include "graphics/vec3.h"
  16. #include "GS_D3D11SubSystem.hpp"
  17. static inline void PushBuffer(vector<ID3D11Buffer*> &buffers,
  18. vector<uint32_t> &strides, ID3D11Buffer *buffer,
  19. size_t elementSize, const char *name)
  20. {
  21. if (buffer) {
  22. buffers.push_back(buffer);
  23. strides.push_back((uint32_t)elementSize);
  24. } else {
  25. blog(LOG_ERROR, "This vertex shader requires a %s buffer",
  26. name);
  27. }
  28. }
  29. void gs_vertex_buffer::FlushBuffer(ID3D11Buffer *buffer, void *array,
  30. size_t elementSize)
  31. {
  32. D3D11_MAPPED_SUBRESOURCE msr;
  33. HRESULT hr;
  34. if (FAILED(hr = device->context->Map(buffer, 0,
  35. D3D11_MAP_WRITE_DISCARD, 0, &msr)))
  36. throw HRError("Failed to map buffer", hr);
  37. memcpy(msr.pData, array, elementSize * vbd.data->num);
  38. device->context->Unmap(buffer, 0);
  39. }
  40. void gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
  41. vector<ID3D11Buffer*> &buffers, vector<uint32_t> &strides)
  42. {
  43. PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point");
  44. if (shader->hasNormals)
  45. PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
  46. "normal");
  47. if (shader->hasColors)
  48. PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
  49. "color");
  50. if (shader->hasTangents)
  51. PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3),
  52. "tangent");
  53. if (shader->nTexUnits <= uvBuffers.size()) {
  54. for (size_t i = 0; i < shader->nTexUnits; i++) {
  55. buffers.push_back(uvBuffers[i]);
  56. strides.push_back((uint32_t)uvSizes[i]);
  57. }
  58. } else {
  59. blog(LOG_ERROR, "This vertex shader requires at least %u "
  60. "texture buffers.",
  61. (uint32_t)shader->nTexUnits);
  62. }
  63. }
  64. inline void gs_vertex_buffer::InitBuffer(const size_t elementSize,
  65. const size_t numVerts, void *array, ID3D11Buffer **buffer)
  66. {
  67. D3D11_BUFFER_DESC bd;
  68. D3D11_SUBRESOURCE_DATA srd;
  69. HRESULT hr;
  70. memset(&bd, 0, sizeof(bd));
  71. memset(&srd, 0, sizeof(srd));
  72. bd.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
  73. bd.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0;
  74. bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  75. bd.ByteWidth = UINT(elementSize * numVerts);
  76. srd.pSysMem = array;
  77. hr = device->device->CreateBuffer(&bd, &srd, buffer);
  78. if (FAILED(hr))
  79. throw HRError("Failed to create buffer", hr);
  80. }
  81. gs_vertex_buffer::gs_vertex_buffer(device_t device, struct vb_data *data,
  82. uint32_t flags)
  83. : device (device),
  84. vbd (data),
  85. numVerts (data->num),
  86. dynamic ((flags & GS_DYNAMIC) != 0)
  87. {
  88. if (!data->num)
  89. throw "Cannot initialize vertex buffer with 0 vertices";
  90. if (!data->points)
  91. throw "No points specified for vertex buffer";
  92. InitBuffer(sizeof(vec3), data->num, data->points,
  93. vertexBuffer.Assign());
  94. if (data->normals)
  95. InitBuffer(sizeof(vec3), data->num, data->normals,
  96. normalBuffer.Assign());
  97. if (data->tangents)
  98. InitBuffer(sizeof(vec3), data->num, data->tangents,
  99. tangentBuffer.Assign());
  100. if (data->colors)
  101. InitBuffer(sizeof(uint32_t), data->num, data->colors,
  102. colorBuffer.Assign());
  103. for (size_t i = 0; i < data->num_tex; i++) {
  104. struct tvertarray *tverts = data->tvarray+i;
  105. if (tverts->width != 2 && tverts->width != 4)
  106. throw "Invalid texture vertex size specified";
  107. if (!tverts->array)
  108. throw "No texture vertices specified";
  109. ComPtr<ID3D11Buffer> buffer;
  110. InitBuffer(tverts->width * sizeof(float), data->num,
  111. tverts->array, buffer.Assign());
  112. uvBuffers.push_back(buffer);
  113. uvSizes.push_back(tverts->width * sizeof(float));
  114. }
  115. if (!dynamic) {
  116. bfree(data);
  117. data = NULL;
  118. }
  119. }