// // Copyright (c) 2002-2010 The ANGLE Project Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // // geometry/VertexDataManager.h: Defines the VertexDataManager, a class that // runs the Buffer translation process. #include "libGLESv2/geometry/VertexDataManager.h" #include "common/debug.h" #include "libGLESv2/Buffer.h" #include "libGLESv2/Program.h" #include "libGLESv2/main.h" #include "libGLESv2/geometry/vertexconversion.h" #include "libGLESv2/geometry/IndexDataManager.h" namespace { enum { INITIAL_STREAM_BUFFER_SIZE = 1024*1024 }; } namespace gl { VertexDataManager::VertexDataManager(Context *context, IDirect3DDevice9 *device) : mContext(context), mDevice(device) { for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { mDirtyCurrentValue[i] = true; mCurrentValueBuffer[i] = NULL; } const D3DCAPS9 &caps = context->getDeviceCaps(); checkVertexCaps(caps.DeclTypes); mStreamingBuffer = new StreamingVertexBuffer(mDevice, INITIAL_STREAM_BUFFER_SIZE); } VertexDataManager::~VertexDataManager() { delete mStreamingBuffer; for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { delete mCurrentValueBuffer[i]; } } UINT VertexDataManager::writeAttributeData(ArrayVertexBuffer *vertexBuffer, GLint start, GLsizei count, const VertexAttribute &attribute) { Buffer *buffer = attribute.mBoundBuffer.get(); int inputStride = attribute.stride(); int elementSize = attribute.typeSize(); const FormatConverter &converter = formatConverter(attribute); UINT streamOffset = 0; void *output = NULL; if (vertexBuffer) { output = vertexBuffer->map(attribute, spaceRequired(attribute, count), &streamOffset); } if (output == NULL) { ERR("Failed to map vertex buffer."); return -1; } const char *input = NULL; if (buffer) { int offset = attribute.mOffset; input = static_cast<const char*>(buffer->data()) + offset; } else { input = static_cast<const char*>(attribute.mPointer); } input += inputStride * start; if (converter.identity && inputStride == elementSize) { memcpy(output, input, count * inputStride); } else { converter.convertArray(input, inputStride, count, output); } vertexBuffer->unmap(); return streamOffset; } GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, TranslatedAttribute *translated) { GLenum error = GL_NO_ERROR; const VertexAttributeArray &attribs = mContext->getVertexAttributes(); Program *program = mContext->getCurrentProgram(); for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) { translated[attributeIndex].active = (program->getSemanticIndex(attributeIndex) != -1); } // Determine the required storage size per used buffer for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { Buffer *buffer = attribs[i].mBoundBuffer.get(); if (translated[i].active && attribs[i].mArrayEnabled && (buffer || attribs[i].mPointer)) { StaticVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL; if (staticBuffer && staticBuffer->size() == 0) { int totalCount = buffer->size() / attribs[i].stride(); staticBuffer->addRequiredSpace(spaceRequired(attribs[i], totalCount)); } else if (!staticBuffer || staticBuffer->lookupAttribute(attribs[i]) == -1) { if (mStreamingBuffer) { mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count)); } } } } // Invalidate static buffers if the attribute formats no longer match for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { Buffer *buffer = attribs[i].mBoundBuffer.get(); if (translated[i].active && attribs[i].mArrayEnabled && buffer) { StaticVertexBuffer *staticBuffer = buffer->getVertexBuffer(); if (staticBuffer && staticBuffer->size() != 0) { bool matchingAttributes = true; for (int j = 0; j < MAX_VERTEX_ATTRIBS; j++) { if (translated[j].active && attribs[j].mArrayEnabled && attribs[j].mBoundBuffer.get() == buffer) { if (staticBuffer->lookupAttribute(attribs[j]) == -1) { matchingAttributes = false; break; } } } if (!matchingAttributes && mStreamingBuffer) { mStreamingBuffer->addRequiredSpaceFor(staticBuffer); buffer->invalidateStaticData(); } } } } // Reserve the required space per used buffer for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { Buffer *buffer = attribs[i].mBoundBuffer.get(); if (translated[i].active && attribs[i].mArrayEnabled && (buffer || attribs[i].mPointer)) { ArrayVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL; ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : mStreamingBuffer; if (vertexBuffer) { vertexBuffer->reserveRequiredSpace(); } } } // Perform the vertex data translations for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active) { Buffer *buffer = attribs[i].mBoundBuffer.get(); if (attribs[i].mArrayEnabled) { if (!buffer && attribs[i].mPointer == NULL) { // This is an application error that would normally result in a crash, but we catch it and return an error ERR("An enabled vertex array has no buffer and no pointer."); return GL_INVALID_OPERATION; } const FormatConverter &converter = formatConverter(attribs[i]); StaticVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL; ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : static_cast<ArrayVertexBuffer*>(mStreamingBuffer); UINT streamOffset = -1; if (staticBuffer) { streamOffset = staticBuffer->lookupAttribute(attribs[i]); if (streamOffset == -1) { // Convert the entire buffer int totalCount = buffer->size() / attribs[i].stride(); int startIndex = attribs[i].mOffset / attribs[i].stride(); streamOffset = writeAttributeData(staticBuffer, -startIndex, totalCount, attribs[i]); } if (streamOffset != -1) { streamOffset += (start + attribs[i].mOffset / attribs[i].stride()) * converter.outputElementSize; } } else { streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i]); } if (streamOffset == -1) { return GL_OUT_OF_MEMORY; } translated[i].vertexBuffer = vertexBuffer->getBuffer(); translated[i].type = converter.d3dDeclType; translated[i].stride = converter.outputElementSize; translated[i].offset = streamOffset; } else { if (mDirtyCurrentValue[i]) { delete mCurrentValueBuffer[i]; mCurrentValueBuffer[i] = new ConstantVertexBuffer(mDevice, attribs[i].mCurrentValue[0], attribs[i].mCurrentValue[1], attribs[i].mCurrentValue[2], attribs[i].mCurrentValue[3]); mDirtyCurrentValue[i] = false; } translated[i].vertexBuffer = mCurrentValueBuffer[i]->getBuffer(); translated[i].type = D3DDECLTYPE_FLOAT4; translated[i].stride = 0; translated[i].offset = 0; } } } return GL_NO_ERROR; } std::size_t VertexDataManager::spaceRequired(const VertexAttribute &attrib, std::size_t count) const { return formatConverter(attrib).outputElementSize * count; } // Mapping from OpenGL-ES vertex attrib type to D3D decl type: // // BYTE SHORT (Cast) // BYTE-norm FLOAT (Normalize) (can't be exactly represented as SHORT-norm) // UNSIGNED_BYTE UBYTE4 (Identity) or SHORT (Cast) // UNSIGNED_BYTE-norm UBYTE4N (Identity) or FLOAT (Normalize) // SHORT SHORT (Identity) // SHORT-norm SHORT-norm (Identity) or FLOAT (Normalize) // UNSIGNED_SHORT FLOAT (Cast) // UNSIGNED_SHORT-norm USHORT-norm (Identity) or FLOAT (Normalize) // FIXED (not in WebGL) FLOAT (FixedToFloat) // FLOAT FLOAT (Identity) // GLToCType maps from GL type (as GLenum) to the C typedef. template <GLenum GLType> struct GLToCType { }; template <> struct GLToCType<GL_BYTE> { typedef GLbyte type; }; template <> struct GLToCType<GL_UNSIGNED_BYTE> { typedef GLubyte type; }; template <> struct GLToCType<GL_SHORT> { typedef GLshort type; }; template <> struct GLToCType<GL_UNSIGNED_SHORT> { typedef GLushort type; }; template <> struct GLToCType<GL_FIXED> { typedef GLuint type; }; template <> struct GLToCType<GL_FLOAT> { typedef GLfloat type; }; // This differs from D3DDECLTYPE in that it is unsized. (Size expansion is applied last.) enum D3DVertexType { D3DVT_FLOAT, D3DVT_SHORT, D3DVT_SHORT_NORM, D3DVT_UBYTE, D3DVT_UBYTE_NORM, D3DVT_USHORT_NORM }; // D3DToCType maps from D3D vertex type (as enum D3DVertexType) to the corresponding C type. template <unsigned int D3DType> struct D3DToCType { }; template <> struct D3DToCType<D3DVT_FLOAT> { typedef float type; }; template <> struct D3DToCType<D3DVT_SHORT> { typedef short type; }; template <> struct D3DToCType<D3DVT_SHORT_NORM> { typedef short type; }; template <> struct D3DToCType<D3DVT_UBYTE> { typedef unsigned char type; }; template <> struct D3DToCType<D3DVT_UBYTE_NORM> { typedef unsigned char type; }; template <> struct D3DToCType<D3DVT_USHORT_NORM> { typedef unsigned short type; }; // Encode the type/size combinations that D3D permits. For each type/size it expands to a widener that will provide the appropriate final size. template <unsigned int type, int size> struct WidenRule { }; template <int size> struct WidenRule<D3DVT_FLOAT, size> : gl::NoWiden<size> { }; template <int size> struct WidenRule<D3DVT_SHORT, size> : gl::WidenToEven<size> { }; template <int size> struct WidenRule<D3DVT_SHORT_NORM, size> : gl::WidenToEven<size> { }; template <int size> struct WidenRule<D3DVT_UBYTE, size> : gl::WidenToFour<size> { }; template <int size> struct WidenRule<D3DVT_UBYTE_NORM, size> : gl::WidenToFour<size> { }; template <int size> struct WidenRule<D3DVT_USHORT_NORM, size> : gl::WidenToEven<size> { }; // VertexTypeFlags encodes the D3DCAPS9::DeclType flag and vertex declaration flag for each D3D vertex type & size combination. template <unsigned int d3dtype, int size> struct VertexTypeFlags { }; template <unsigned int capflag, unsigned int declflag> struct VertexTypeFlagsHelper { enum { capflag = capflag }; enum { declflag = declflag }; }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 1> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT1> { }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT2> { }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 3> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT3> { }; template <> struct VertexTypeFlags<D3DVT_FLOAT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_FLOAT4> { }; template <> struct VertexTypeFlags<D3DVT_SHORT, 2> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT2> { }; template <> struct VertexTypeFlags<D3DVT_SHORT, 4> : VertexTypeFlagsHelper<0, D3DDECLTYPE_SHORT4> { }; template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT2N, D3DDECLTYPE_SHORT2N> { }; template <> struct VertexTypeFlags<D3DVT_SHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_SHORT4N, D3DDECLTYPE_SHORT4N> { }; template <> struct VertexTypeFlags<D3DVT_UBYTE, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4, D3DDECLTYPE_UBYTE4> { }; template <> struct VertexTypeFlags<D3DVT_UBYTE_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_UBYTE4N, D3DDECLTYPE_UBYTE4N> { }; template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 2> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT2N, D3DDECLTYPE_USHORT2N> { }; template <> struct VertexTypeFlags<D3DVT_USHORT_NORM, 4> : VertexTypeFlagsHelper<D3DDTCAPS_USHORT4N, D3DDECLTYPE_USHORT4N> { }; // VertexTypeMapping maps GL type & normalized flag to preferred and fallback D3D vertex types (as D3DVertexType enums). template <GLenum GLtype, bool normalized> struct VertexTypeMapping { }; template <D3DVertexType Preferred, D3DVertexType Fallback = Preferred> struct VertexTypeMappingBase { enum { preferred = Preferred }; enum { fallback = Fallback }; }; template <> struct VertexTypeMapping<GL_BYTE, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Cast template <> struct VertexTypeMapping<GL_BYTE, true> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Normalize template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, false> : VertexTypeMappingBase<D3DVT_UBYTE, D3DVT_FLOAT> { }; // Identity, Cast template <> struct VertexTypeMapping<GL_UNSIGNED_BYTE, true> : VertexTypeMappingBase<D3DVT_UBYTE_NORM, D3DVT_FLOAT> { }; // Identity, Normalize template <> struct VertexTypeMapping<GL_SHORT, false> : VertexTypeMappingBase<D3DVT_SHORT> { }; // Identity template <> struct VertexTypeMapping<GL_SHORT, true> : VertexTypeMappingBase<D3DVT_SHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, false> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Cast template <> struct VertexTypeMapping<GL_UNSIGNED_SHORT, true> : VertexTypeMappingBase<D3DVT_USHORT_NORM, D3DVT_FLOAT> { }; // Cast, Normalize template <bool normalized> struct VertexTypeMapping<GL_FIXED, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // FixedToFloat template <bool normalized> struct VertexTypeMapping<GL_FLOAT, normalized> : VertexTypeMappingBase<D3DVT_FLOAT> { }; // Identity // Given a GL type & norm flag and a D3D type, ConversionRule provides the type conversion rule (Cast, Normalize, Identity, FixedToFloat). // The conversion rules themselves are defined in vertexconversion.h. // Almost all cases are covered by Cast (including those that are actually Identity since Cast<T,T> knows it's an identity mapping). template <GLenum fromType, bool normalized, unsigned int toType> struct ConversionRule : gl::Cast<typename GLToCType<fromType>::type, typename D3DToCType<toType>::type> { }; // All conversions from normalized types to float use the Normalize operator. template <GLenum fromType> struct ConversionRule<fromType, true, D3DVT_FLOAT> : gl::Normalize<typename GLToCType<fromType>::type> { }; // Use a full specialisation for this so that it preferentially matches ahead of the generic normalize-to-float rules. template <> struct ConversionRule<GL_FIXED, true, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 16> { }; template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : gl::FixedToFloat<GLuint, 16> { }; // A 2-stage construction is used for DefaultVertexValues because float must use SimpleDefaultValues (i.e. 0/1) // whether it is normalized or not. template <class T, bool normalized> struct DefaultVertexValuesStage2 { }; template <class T> struct DefaultVertexValuesStage2<T, true> : gl::NormalizedDefaultValues<T> { }; template <class T> struct DefaultVertexValuesStage2<T, false> : gl::SimpleDefaultValues<T> { }; // Work out the default value rule for a D3D type (expressed as the C type) and template <class T, bool normalized> struct DefaultVertexValues : DefaultVertexValuesStage2<T, normalized> { }; template <bool normalized> struct DefaultVertexValues<float, normalized> : gl::SimpleDefaultValues<float> { }; // Policy rules for use with Converter, to choose whether to use the preferred or fallback conversion. // The fallback conversion produces an output that all D3D9 devices must support. template <class T> struct UsePreferred { enum { type = T::preferred }; }; template <class T> struct UseFallback { enum { type = T::fallback }; }; // Converter ties it all together. Given an OpenGL type/norm/size and choice of preferred/fallback conversion, // it provides all the members of the appropriate VertexDataConverter, the D3DCAPS9::DeclTypes flag in cap flag // and the D3DDECLTYPE member needed for the vertex declaration in declflag. template <GLenum fromType, bool normalized, int size, template <class T> class PreferenceRule> struct Converter : gl::VertexDataConverter<typename GLToCType<fromType>::type, WidenRule<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type, size>, ConversionRule<fromType, normalized, PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>, DefaultVertexValues<typename D3DToCType<PreferenceRule< VertexTypeMapping<fromType, normalized> >::type>::type, normalized > > { private: enum { d3dtype = PreferenceRule< VertexTypeMapping<fromType, normalized> >::type }; enum { d3dsize = WidenRule<d3dtype, size>::finalWidth }; public: enum { capflag = VertexTypeFlags<d3dtype, d3dsize>::capflag }; enum { declflag = VertexTypeFlags<d3dtype, d3dsize>::declflag }; }; // Initialise a TranslationInfo #define TRANSLATION(type, norm, size, preferred) \ { \ Converter<type, norm, size, preferred>::identity, \ Converter<type, norm, size, preferred>::finalSize, \ Converter<type, norm, size, preferred>::convertArray, \ static_cast<D3DDECLTYPE>(Converter<type, norm, size, preferred>::declflag) \ } #define TRANSLATION_FOR_TYPE_NORM_SIZE(type, norm, size) \ { \ Converter<type, norm, size, UsePreferred>::capflag, \ TRANSLATION(type, norm, size, UsePreferred), \ TRANSLATION(type, norm, size, UseFallback) \ } #define TRANSLATIONS_FOR_TYPE(type) \ { \ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, false, 4) }, \ { TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 1), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 2), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 3), TRANSLATION_FOR_TYPE_NORM_SIZE(type, true, 4) }, \ } const VertexDataManager::TranslationDescription VertexDataManager::mPossibleTranslations[NUM_GL_VERTEX_ATTRIB_TYPES][2][4] = // [GL types as enumerated by typeIndex()][normalized][size-1] { TRANSLATIONS_FOR_TYPE(GL_BYTE), TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_BYTE), TRANSLATIONS_FOR_TYPE(GL_SHORT), TRANSLATIONS_FOR_TYPE(GL_UNSIGNED_SHORT), TRANSLATIONS_FOR_TYPE(GL_FIXED), TRANSLATIONS_FOR_TYPE(GL_FLOAT) }; void VertexDataManager::checkVertexCaps(DWORD declTypes) { for (unsigned int i = 0; i < NUM_GL_VERTEX_ATTRIB_TYPES; i++) { for (unsigned int j = 0; j < 2; j++) { for (unsigned int k = 0; k < 4; k++) { if (mPossibleTranslations[i][j][k].capsFlag == 0 || (declTypes & mPossibleTranslations[i][j][k].capsFlag) != 0) { mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].preferredConversion; } else { mAttributeTypes[i][j][k] = mPossibleTranslations[i][j][k].fallbackConversion; } } } } } // This is used to index mAttributeTypes and mPossibleTranslations. unsigned int VertexDataManager::typeIndex(GLenum type) const { switch (type) { case GL_BYTE: return 0; case GL_UNSIGNED_BYTE: return 1; case GL_SHORT: return 2; case GL_UNSIGNED_SHORT: return 3; case GL_FIXED: return 4; case GL_FLOAT: return 5; default: UNREACHABLE(); return 5; } } void VertexDataManager::setupAttributes(const TranslatedAttribute *attributes) { D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS]; D3DVERTEXELEMENT9 *element = &elements[0]; for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { if (attributes[i].active) { mDevice->SetStreamSource(i, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride); element->Stream = i; element->Offset = 0; element->Type = attributes[i].type; element->Method = D3DDECLMETHOD_DEFAULT; element->Usage = D3DDECLUSAGE_TEXCOORD; element->UsageIndex = attributes[i].semanticIndex; element++; } } static const D3DVERTEXELEMENT9 end = D3DDECL_END(); *element = end; IDirect3DVertexDeclaration9 *vertexDeclaration; mDevice->CreateVertexDeclaration(elements, &vertexDeclaration); mDevice->SetVertexDeclaration(vertexDeclaration); vertexDeclaration->Release(); } VertexBuffer::VertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : mDevice(device), mVertexBuffer(NULL) { if (size > 0) { D3DPOOL pool = getDisplay()->getBufferPool(usageFlags); HRESULT result = device->CreateVertexBuffer(size, usageFlags, 0, pool, &mVertexBuffer, NULL); if (FAILED(result)) { ERR("Out of memory allocating a vertex buffer of size %lu.", size); } } } VertexBuffer::~VertexBuffer() { if (mVertexBuffer) { mVertexBuffer->Release(); } } void VertexBuffer::unmap() { if (mVertexBuffer) { mVertexBuffer->Unlock(); } } IDirect3DVertexBuffer9 *VertexBuffer::getBuffer() const { return mVertexBuffer; } ConstantVertexBuffer::ConstantVertexBuffer(IDirect3DDevice9 *device, float x, float y, float z, float w) : VertexBuffer(device, 4 * sizeof(float), D3DUSAGE_WRITEONLY) { void *buffer = NULL; if (mVertexBuffer) { HRESULT result = mVertexBuffer->Lock(0, 0, &buffer, 0); if (FAILED(result)) { ERR("Lock failed with error 0x%08x", result); } } if (buffer) { float *vector = (float*)buffer; vector[0] = x; vector[1] = y; vector[2] = z; vector[3] = w; mVertexBuffer->Unlock(); } } ConstantVertexBuffer::~ConstantVertexBuffer() { } ArrayVertexBuffer::ArrayVertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : VertexBuffer(device, size, usageFlags) { mBufferSize = size; mWritePosition = 0; mRequiredSpace = 0; } ArrayVertexBuffer::~ArrayVertexBuffer() { } void ArrayVertexBuffer::addRequiredSpace(UINT requiredSpace) { mRequiredSpace += requiredSpace; } void ArrayVertexBuffer::addRequiredSpaceFor(ArrayVertexBuffer *buffer) { mRequiredSpace += buffer->mRequiredSpace; } StreamingVertexBuffer::StreamingVertexBuffer(IDirect3DDevice9 *device, std::size_t initialSize) : ArrayVertexBuffer(device, initialSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY) { } StreamingVertexBuffer::~StreamingVertexBuffer() { } void *StreamingVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *offset) { void *mapPtr = NULL; if (mVertexBuffer) { HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, D3DLOCK_NOOVERWRITE); if (FAILED(result)) { ERR("Lock failed with error 0x%08x", result); return NULL; } *offset = mWritePosition; mWritePosition += requiredSpace; } return mapPtr; } void StreamingVertexBuffer::reserveRequiredSpace() { if (mRequiredSpace > mBufferSize) { if (mVertexBuffer) { mVertexBuffer->Release(); mVertexBuffer = NULL; } mBufferSize = std::max(mRequiredSpace, 3 * mBufferSize / 2); // 1.5 x mBufferSize is arbitrary and should be checked to see we don't have too many reallocations. D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY); HRESULT result = mDevice->CreateVertexBuffer(mBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL); if (FAILED(result)) { ERR("Out of memory allocating a vertex buffer of size %lu.", mBufferSize); } mWritePosition = 0; } else if (mWritePosition + mRequiredSpace > mBufferSize) // Recycle { if (mVertexBuffer) { void *dummy; mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD); mVertexBuffer->Unlock(); } mWritePosition = 0; } mRequiredSpace = 0; } StaticVertexBuffer::StaticVertexBuffer(IDirect3DDevice9 *device) : ArrayVertexBuffer(device, 0, D3DUSAGE_WRITEONLY) { } StaticVertexBuffer::~StaticVertexBuffer() { } void *StaticVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, UINT *streamOffset) { void *mapPtr = NULL; if (mVertexBuffer) { HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, 0); if (FAILED(result)) { ERR("Lock failed with error 0x%08x", result); return NULL; } int attributeOffset = attribute.mOffset % attribute.stride(); VertexElement element = {attribute.mType, attribute.mSize, attribute.mNormalized, attributeOffset, mWritePosition}; mCache.push_back(element); *streamOffset = mWritePosition; mWritePosition += requiredSpace; } return mapPtr; } void StaticVertexBuffer::reserveRequiredSpace() { if (!mVertexBuffer && mBufferSize == 0) { D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_WRITEONLY); HRESULT result = mDevice->CreateVertexBuffer(mRequiredSpace, D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL); if (FAILED(result)) { ERR("Out of memory allocating a vertex buffer of size %lu.", mRequiredSpace); } mBufferSize = mRequiredSpace; } else if (mVertexBuffer && mBufferSize >= mRequiredSpace) { // Already allocated } else UNREACHABLE(); // Static vertex buffers can't be resized mRequiredSpace = 0; } UINT StaticVertexBuffer::lookupAttribute(const VertexAttribute &attribute) { for (unsigned int element = 0; element < mCache.size(); element++) { if (mCache[element].type == attribute.mType && mCache[element].size == attribute.mSize && mCache[element].normalized == attribute.mNormalized) { if (mCache[element].attributeOffset == attribute.mOffset % attribute.stride()) { return mCache[element].streamOffset; } } } return -1; } const VertexDataManager::FormatConverter &VertexDataManager::formatConverter(const VertexAttribute &attribute) const { return mAttributeTypes[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1]; } }