2016-02-23 23:16:51 +00:00
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/******************************************************************************
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Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 2 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program. If not, see <http://www.gnu.org/licenses/>.
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******************************************************************************/
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#include <util/base.h>
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#include <graphics/vec3.h>
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#include "d3d11-subsystem.hpp"
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2019-09-22 21:19:10 +00:00
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static inline void PushBuffer(vector<ID3D11Buffer *> &buffers,
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vector<uint32_t> &strides, ID3D11Buffer *buffer,
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size_t elementSize, const char *name)
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2016-02-23 23:16:51 +00:00
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{
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if (buffer) {
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buffers.push_back(buffer);
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strides.push_back((uint32_t)elementSize);
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} else {
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blog(LOG_ERROR, "This vertex shader requires a %s buffer",
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name);
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2016-02-23 23:16:51 +00:00
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}
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}
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void gs_vertex_buffer::FlushBuffer(ID3D11Buffer *buffer, void *array,
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size_t elementSize)
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2016-02-23 23:16:51 +00:00
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{
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D3D11_MAPPED_SUBRESOURCE msr;
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HRESULT hr;
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2019-09-22 21:19:10 +00:00
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if (FAILED(hr = device->context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD,
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0, &msr)))
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2016-02-23 23:16:51 +00:00
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throw HRError("Failed to map buffer", hr);
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memcpy(msr.pData, array, elementSize * vbd.data->num);
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device->context->Unmap(buffer, 0);
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}
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void gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
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vector<ID3D11Buffer *> &buffers,
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vector<uint32_t> &strides)
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2016-02-23 23:16:51 +00:00
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{
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PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point");
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if (shader->hasNormals)
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PushBuffer(buffers, strides, normalBuffer, sizeof(vec3),
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"normal");
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if (shader->hasColors)
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PushBuffer(buffers, strides, colorBuffer, sizeof(uint32_t),
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"color");
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if (shader->hasTangents)
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PushBuffer(buffers, strides, tangentBuffer, sizeof(vec3),
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"tangent");
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if (shader->nTexUnits <= uvBuffers.size()) {
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for (size_t i = 0; i < shader->nTexUnits; i++) {
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buffers.push_back(uvBuffers[i]);
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strides.push_back((uint32_t)uvSizes[i]);
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}
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} else {
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blog(LOG_ERROR,
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"This vertex shader requires at least %u "
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"texture buffers.",
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(uint32_t)shader->nTexUnits);
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2016-02-23 23:16:51 +00:00
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}
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}
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2017-04-19 19:54:15 +00:00
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void gs_vertex_buffer::InitBuffer(const size_t elementSize,
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const size_t numVerts, void *array,
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ID3D11Buffer **buffer)
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{
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D3D11_BUFFER_DESC bd;
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D3D11_SUBRESOURCE_DATA srd;
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HRESULT hr;
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2019-09-22 21:19:10 +00:00
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memset(&bd, 0, sizeof(bd));
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memset(&srd, 0, sizeof(srd));
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2019-09-22 21:19:10 +00:00
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bd.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
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bd.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0;
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bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
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bd.ByteWidth = UINT(elementSize * numVerts);
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srd.pSysMem = array;
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hr = device->device->CreateBuffer(&bd, &srd, buffer);
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if (FAILED(hr))
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throw HRError("Failed to create buffer", hr);
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}
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2017-04-19 19:54:15 +00:00
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void gs_vertex_buffer::BuildBuffers()
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{
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InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->points,
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&vertexBuffer);
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2016-02-23 23:16:51 +00:00
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2017-04-19 19:54:15 +00:00
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if (vbd.data->normals)
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InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->normals,
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&normalBuffer);
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2016-02-23 23:16:51 +00:00
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2017-04-19 19:54:15 +00:00
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if (vbd.data->tangents)
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InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->tangents,
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&tangentBuffer);
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2017-04-19 19:54:15 +00:00
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if (vbd.data->colors)
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InitBuffer(sizeof(uint32_t), vbd.data->num, vbd.data->colors,
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&colorBuffer);
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2016-02-23 23:16:51 +00:00
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2017-04-19 19:54:15 +00:00
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for (size_t i = 0; i < vbd.data->num_tex; i++) {
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struct gs_tvertarray *tverts = vbd.data->tvarray + i;
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if (tverts->width != 2 && tverts->width != 4)
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throw "Invalid texture vertex size specified";
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if (!tverts->array)
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throw "No texture vertices specified";
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ComPtr<ID3D11Buffer> buffer;
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InitBuffer(tverts->width * sizeof(float), vbd.data->num,
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tverts->array, &buffer);
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2016-02-23 23:16:51 +00:00
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uvBuffers.push_back(buffer);
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uvSizes.push_back(tverts->width * sizeof(float));
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}
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2017-04-19 19:54:15 +00:00
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}
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gs_vertex_buffer::gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
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2019-09-22 21:19:10 +00:00
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uint32_t flags)
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: gs_obj(device, gs_type::gs_vertex_buffer),
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dynamic((flags & GS_DYNAMIC) != 0),
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vbd(data),
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numVerts(data->num)
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{
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if (!data->num)
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throw "Cannot initialize vertex buffer with 0 vertices";
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if (!data->points)
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throw "No points specified for vertex buffer";
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2016-02-23 23:16:51 +00:00
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2017-04-19 19:54:15 +00:00
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BuildBuffers();
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}
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