d3d11-vertexbuffer.cpp 4.5 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 2 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 "d3d11-subsystem.hpp"
  17. static inline void PushBuffer(UINT *refNumBuffers, ID3D11Buffer **buffers,
  18. uint32_t *strides, ID3D11Buffer *buffer,
  19. size_t elementSize, const char *name)
  20. {
  21. const UINT numBuffers = *refNumBuffers;
  22. if (buffer) {
  23. buffers[numBuffers] = buffer;
  24. strides[numBuffers] = (uint32_t)elementSize;
  25. *refNumBuffers = numBuffers + 1;
  26. } else {
  27. blog(LOG_ERROR, "This vertex shader requires a %s buffer",
  28. name);
  29. }
  30. }
  31. void gs_vertex_buffer::FlushBuffer(ID3D11Buffer *buffer, void *array,
  32. size_t elementSize)
  33. {
  34. D3D11_MAPPED_SUBRESOURCE msr;
  35. HRESULT hr;
  36. if (FAILED(hr = device->context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD,
  37. 0, &msr)))
  38. throw HRError("Failed to map buffer", hr);
  39. memcpy(msr.pData, array, elementSize * vbd.data->num);
  40. device->context->Unmap(buffer, 0);
  41. }
  42. UINT gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
  43. ID3D11Buffer **buffers, uint32_t *strides)
  44. {
  45. UINT numBuffers = 0;
  46. PushBuffer(&numBuffers, buffers, strides, vertexBuffer, sizeof(vec3),
  47. "point");
  48. if (shader->hasNormals)
  49. PushBuffer(&numBuffers, buffers, strides, normalBuffer,
  50. sizeof(vec3), "normal");
  51. if (shader->hasColors)
  52. PushBuffer(&numBuffers, buffers, strides, colorBuffer,
  53. sizeof(uint32_t), "color");
  54. if (shader->hasTangents)
  55. PushBuffer(&numBuffers, buffers, strides, tangentBuffer,
  56. sizeof(vec3), "tangent");
  57. if (shader->nTexUnits <= uvBuffers.size()) {
  58. for (size_t i = 0; i < shader->nTexUnits; i++) {
  59. buffers[numBuffers] = uvBuffers[i];
  60. strides[numBuffers] = (uint32_t)uvSizes[i];
  61. ++numBuffers;
  62. }
  63. } else {
  64. blog(LOG_ERROR,
  65. "This vertex shader requires at least %u "
  66. "texture buffers.",
  67. (uint32_t)shader->nTexUnits);
  68. }
  69. return numBuffers;
  70. }
  71. void gs_vertex_buffer::InitBuffer(const size_t elementSize,
  72. const size_t numVerts, void *array,
  73. ID3D11Buffer **buffer)
  74. {
  75. D3D11_BUFFER_DESC bd;
  76. D3D11_SUBRESOURCE_DATA srd;
  77. HRESULT hr;
  78. memset(&bd, 0, sizeof(bd));
  79. memset(&srd, 0, sizeof(srd));
  80. bd.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
  81. bd.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0;
  82. bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  83. bd.ByteWidth = UINT(elementSize * numVerts);
  84. srd.pSysMem = array;
  85. hr = device->device->CreateBuffer(&bd, &srd, buffer);
  86. if (FAILED(hr))
  87. throw HRError("Failed to create buffer", hr);
  88. }
  89. void gs_vertex_buffer::BuildBuffers()
  90. {
  91. InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->points,
  92. &vertexBuffer);
  93. if (vbd.data->normals)
  94. InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->normals,
  95. &normalBuffer);
  96. if (vbd.data->tangents)
  97. InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->tangents,
  98. &tangentBuffer);
  99. if (vbd.data->colors)
  100. InitBuffer(sizeof(uint32_t), vbd.data->num, vbd.data->colors,
  101. &colorBuffer);
  102. for (size_t i = 0; i < vbd.data->num_tex; i++) {
  103. struct gs_tvertarray *tverts = vbd.data->tvarray + i;
  104. if (tverts->width != 2 && tverts->width != 4)
  105. throw "Invalid texture vertex size specified";
  106. if (!tverts->array)
  107. throw "No texture vertices specified";
  108. ComPtr<ID3D11Buffer> buffer;
  109. InitBuffer(tverts->width * sizeof(float), vbd.data->num,
  110. tverts->array, &buffer);
  111. uvBuffers.push_back(buffer);
  112. uvSizes.push_back(tverts->width * sizeof(float));
  113. }
  114. }
  115. gs_vertex_buffer::gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
  116. uint32_t flags)
  117. : gs_obj(device, gs_type::gs_vertex_buffer),
  118. dynamic((flags & GS_DYNAMIC) != 0),
  119. vbd(data),
  120. numVerts(data->num)
  121. {
  122. if (!data->num)
  123. throw "Cannot initialize vertex buffer with 0 vertices";
  124. if (!data->points)
  125. throw "No points specified for vertex buffer";
  126. BuildBuffers();
  127. }