142 lines
4.3 KiB
C++
142 lines
4.3 KiB
C++
|
/******************************************************************************
|
||
|
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
|
||
|
|
||
|
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 2 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 "d3d11-subsystem.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, normalBuffer, sizeof(vec3),
|
||
|
"normal");
|
||
|
if (shader->hasColors)
|
||
|
PushBuffer(buffers, strides, colorBuffer, sizeof(uint32_t),
|
||
|
"color");
|
||
|
if (shader->hasTangents)
|
||
|
PushBuffer(buffers, strides, tangentBuffer, 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(gs_device_t *device, struct gs_vb_data *data,
|
||
|
uint32_t flags)
|
||
|
: device (device),
|
||
|
dynamic ((flags & GS_DYNAMIC) != 0),
|
||
|
vbd (data),
|
||
|
numVerts (data->num)
|
||
|
{
|
||
|
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 gs_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)
|
||
|
vbd.Clear();
|
||
|
}
|