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d3d11-vertexbuffer.cpp 4.4 KB

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  1. /******************************************************************************
  2. Copyright (C) 2023 by Lain 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, uint32_t *strides, ID3D11Buffer *buffer,
  18. size_t elementSize, const char *name)
  19. {
  20. const UINT numBuffers = *refNumBuffers;
  21. if (buffer) {
  22. buffers[numBuffers] = buffer;
  23. strides[numBuffers] = (uint32_t)elementSize;
  24. *refNumBuffers = numBuffers + 1;
  25. } else {
  26. blog(LOG_ERROR, "This vertex shader requires a %s buffer", name);
  27. }
  28. }
  29. void gs_vertex_buffer::FlushBuffer(ID3D11Buffer *buffer, void *array, size_t elementSize)
  30. {
  31. D3D11_MAPPED_SUBRESOURCE msr;
  32. HRESULT hr;
  33. if (FAILED(hr = device->context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &msr)))
  34. throw HRError("Failed to map buffer", hr);
  35. memcpy(msr.pData, array, elementSize * vbd.data->num);
  36. device->context->Unmap(buffer, 0);
  37. }
  38. UINT gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader, ID3D11Buffer **buffers, uint32_t *strides)
  39. {
  40. UINT numBuffers = 0;
  41. PushBuffer(&numBuffers, buffers, strides, vertexBuffer, sizeof(vec3), "point");
  42. if (shader->hasNormals)
  43. PushBuffer(&numBuffers, buffers, strides, normalBuffer, sizeof(vec3), "normal");
  44. if (shader->hasColors)
  45. PushBuffer(&numBuffers, buffers, strides, colorBuffer, sizeof(uint32_t), "color");
  46. if (shader->hasTangents)
  47. PushBuffer(&numBuffers, buffers, strides, tangentBuffer, sizeof(vec3), "tangent");
  48. if (shader->nTexUnits <= uvBuffers.size()) {
  49. for (size_t i = 0; i < shader->nTexUnits; i++) {
  50. buffers[numBuffers] = uvBuffers[i];
  51. strides[numBuffers] = (uint32_t)uvSizes[i];
  52. ++numBuffers;
  53. }
  54. } else {
  55. blog(LOG_ERROR,
  56. "This vertex shader requires at least %u "
  57. "texture buffers.",
  58. (uint32_t)shader->nTexUnits);
  59. }
  60. return numBuffers;
  61. }
  62. void gs_vertex_buffer::InitBuffer(const size_t elementSize, const size_t numVerts, void *array, ID3D11Buffer **buffer)
  63. {
  64. D3D11_BUFFER_DESC bd;
  65. D3D11_SUBRESOURCE_DATA srd;
  66. HRESULT hr;
  67. memset(&bd, 0, sizeof(bd));
  68. memset(&srd, 0, sizeof(srd));
  69. bd.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
  70. bd.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0;
  71. bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
  72. bd.ByteWidth = UINT(elementSize * numVerts);
  73. srd.pSysMem = array;
  74. hr = device->device->CreateBuffer(&bd, &srd, buffer);
  75. if (FAILED(hr))
  76. throw HRError("Failed to create buffer", hr);
  77. }
  78. void gs_vertex_buffer::BuildBuffers()
  79. {
  80. InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->points, &vertexBuffer);
  81. if (vbd.data->normals)
  82. InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->normals, &normalBuffer);
  83. if (vbd.data->tangents)
  84. InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->tangents, &tangentBuffer);
  85. if (vbd.data->colors)
  86. InitBuffer(sizeof(uint32_t), vbd.data->num, vbd.data->colors, &colorBuffer);
  87. for (size_t i = 0; i < vbd.data->num_tex; i++) {
  88. struct gs_tvertarray *tverts = vbd.data->tvarray + i;
  89. if (tverts->width != 2 && tverts->width != 4)
  90. throw "Invalid texture vertex size specified";
  91. if (!tverts->array)
  92. throw "No texture vertices specified";
  93. ComPtr<ID3D11Buffer> buffer;
  94. InitBuffer(tverts->width * sizeof(float), vbd.data->num, tverts->array, &buffer);
  95. uvBuffers.push_back(buffer);
  96. uvSizes.push_back(tverts->width * sizeof(float));
  97. }
  98. }
  99. gs_vertex_buffer::gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data, uint32_t flags)
  100. : gs_obj(device, gs_type::gs_vertex_buffer),
  101. dynamic((flags & GS_DYNAMIC) != 0),
  102. vbd(data),
  103. numVerts(data->num)
  104. {
  105. if (!data->num)
  106. throw "Cannot initialize vertex buffer with 0 vertices";
  107. if (!data->points)
  108. throw "No points specified for vertex buffer";
  109. BuildBuffers();
  110. }