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//
// 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/dx9.h: Direct3D 9-based implementation of BufferBackEnd, TranslatedVertexBuffer and TranslatedIndexBuffer.
#include "libGLESv2/geometry/dx9.h"
#include <cstddef>
#define GL_APICALL
#include <GLES2/gl2.h>
#include "common/debug.h"
#include "libGLESv2/Context.h"
#include "libGLESv2/main.h"
#include "libGLESv2/geometry/vertexconversion.h"
#include "libGLESv2/geometry/IndexDataManager.h"
namespace
{
// 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 };
};
}
namespace gl
{
Dx9BackEnd::Dx9BackEnd(Context *context, IDirect3DDevice9 *d3ddevice)
: mDevice(d3ddevice)
{
mDevice->AddRef();
for (int i = 0; i < MAX_VERTEX_ATTRIBS; ++i)
{
mAppliedAttribEnabled[i] = true;
mStreamFrequency[i] = STREAM_FREQUENCY_UNINSTANCED;
}
mStreamFrequency[MAX_VERTEX_ATTRIBS] = STREAM_FREQUENCY_UNINSTANCED;
D3DCAPS9 caps = context->getDeviceCaps();
IDirect3D9 *d3dObject;
mDevice->GetDirect3D(&d3dObject);
D3DADAPTER_IDENTIFIER9 ident;
d3dObject->GetAdapterIdentifier(caps.AdapterOrdinal, 0, &ident);
d3dObject->Release();
// Instancing is mandatory for all HW with SM3 vertex shaders, but avoid hardware where it does not work.
mUseInstancingForStrideZero = (caps.VertexShaderVersion >= D3DVS_VERSION(3, 0) && ident.VendorId != 0x8086);
mSupportIntIndices = (caps.MaxVertexIndex >= (1 << 16));
checkVertexCaps(caps.DeclTypes);
}
Dx9BackEnd::~Dx9BackEnd()
{
mDevice->Release();
}
bool Dx9BackEnd::supportIntIndices()
{
return mSupportIntIndices;
}
// 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 Dx9BackEnd::TranslationDescription Dx9BackEnd::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 Dx9BackEnd::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;
}
}
}
}
}
TranslatedVertexBuffer *Dx9BackEnd::createVertexBuffer(std::size_t size)
{
return new Dx9VertexBuffer(mDevice, size);
}
TranslatedVertexBuffer *Dx9BackEnd::createVertexBufferForStrideZero(std::size_t size)
{
if (mUseInstancingForStrideZero)
{
return new Dx9VertexBuffer(mDevice, size);
}
else
{
return new Dx9VertexBufferZeroStrideWorkaround(mDevice, size);
}
}
TranslatedIndexBuffer *Dx9BackEnd::createIndexBuffer(std::size_t size, GLenum type)
{
return new Dx9IndexBuffer(mDevice, size, type);
}
// This is used to index mAttributeTypes and mPossibleTranslations.
unsigned int Dx9BackEnd::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;
}
}
FormatConverter Dx9BackEnd::getFormatConverter(GLenum type, std::size_t size, bool normalize)
{
return mAttributeTypes[typeIndex(type)][normalize][size-1].formatConverter;
}
D3DDECLTYPE Dx9BackEnd::mapAttributeType(GLenum type, std::size_t size, bool normalize) const
{
return mAttributeTypes[typeIndex(type)][normalize][size-1].d3dDeclType;
}
bool Dx9BackEnd::validateStream(GLenum type, std::size_t size, std::size_t stride, std::size_t offset) const
{
// D3D9 requires the stream offset and stride to be a multiple of DWORD.
return (stride % sizeof(DWORD) == 0 && offset % sizeof(DWORD) == 0);
}
IDirect3DVertexBuffer9 *Dx9BackEnd::getDxBuffer(TranslatedVertexBuffer *vb) const
{
return vb ? static_cast<Dx9VertexBuffer*>(vb)->getBuffer() : NULL;
}
IDirect3DIndexBuffer9 *Dx9BackEnd::getDxBuffer(TranslatedIndexBuffer *ib) const
{
return ib ? static_cast<Dx9IndexBuffer*>(ib)->getBuffer() : NULL;
}
GLenum Dx9BackEnd::setupIndicesPreDraw(const TranslatedIndexData &indexInfo)
{
mDevice->SetIndices(getDxBuffer(indexInfo.buffer));
return GL_NO_ERROR;
}
GLenum Dx9BackEnd::setupAttributesPreDraw(const TranslatedAttribute *attributes)
{
HRESULT hr;
D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS+1];
D3DVERTEXELEMENT9 *nextElement = &elements[0];
for (BYTE i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
if (attributes[i].enabled)
{
nextElement->Stream = i + 1; // Stream 0 is skipped because D3D does not permit it to be an instanced stream.
nextElement->Offset = 0;
nextElement->Type = static_cast<BYTE>(mapAttributeType(attributes[i].type, attributes[i].size, attributes[i].normalized));
nextElement->Method = D3DDECLMETHOD_DEFAULT;
nextElement->Usage = D3DDECLUSAGE_TEXCOORD;
nextElement->UsageIndex = attributes[i].semanticIndex;
nextElement++;
}
}
static const D3DVERTEXELEMENT9 end = D3DDECL_END();
*nextElement = end;
IDirect3DVertexDeclaration9* vertexDeclaration;
hr = mDevice->CreateVertexDeclaration(elements, &vertexDeclaration);
mDevice->SetVertexDeclaration(vertexDeclaration);
vertexDeclaration->Release();
mDevice->SetStreamSource(0, NULL, 0, 0);
bool nonArrayAttributes = false;
for (size_t i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
if (attributes[i].enabled)
{
if (attributes[i].nonArray) nonArrayAttributes = true;
mDevice->SetStreamSource(i + 1, getDxBuffer(attributes[i].buffer), attributes[i].offset, attributes[i].stride);
if (!mAppliedAttribEnabled[i])
{
mAppliedAttribEnabled[i] = true;
}
}
else
{
if (mAppliedAttribEnabled[i])
{
mDevice->SetStreamSource(i + 1, 0, 0, 0);
mAppliedAttribEnabled[i] = false;
}
}
}
if (mUseInstancingForStrideZero)
{
// When there are no stride zero attributes, we disable instancing so that DrawPrimitive can be used.
if (nonArrayAttributes)
{
if (mStreamFrequency[0] != STREAM_FREQUENCY_INDEXED)
{
mStreamFrequency[0] = STREAM_FREQUENCY_INDEXED;
mDevice->SetStreamSourceFreq(0, D3DSTREAMSOURCE_INDEXEDDATA | 1);
}
for (size_t i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
if (attributes[i].enabled)
{
if (attributes[i].nonArray)
{
if (mStreamFrequency[i+1] != STREAM_FREQUENCY_INSTANCED)
{
mStreamFrequency[i+1] = STREAM_FREQUENCY_INSTANCED;
mDevice->SetStreamSourceFreq(i + 1, D3DSTREAMSOURCE_INSTANCEDATA | 1);
}
}
else
{
if (mStreamFrequency[i+1] != STREAM_FREQUENCY_INDEXED)
{
mStreamFrequency[i+1] = STREAM_FREQUENCY_INDEXED;
mDevice->SetStreamSourceFreq(i + 1, D3DSTREAMSOURCE_INDEXEDDATA | 1);
}
}
}
}
}
else
{
for (size_t i = 0; i < MAX_VERTEX_ATTRIBS + 1; i++)
{
if (mStreamFrequency[i] != STREAM_FREQUENCY_UNINSTANCED)
{
mStreamFrequency[i] = STREAM_FREQUENCY_UNINSTANCED;
// This should not be needed, but otherwise there is a buggy driver that will leave instancing
// enabled for the first draw after it has been turned off.
mDevice->SetStreamSourceFreq(i, D3DSTREAMSOURCE_INDEXEDDATA | 1);
mDevice->SetStreamSourceFreq(i, 1);
}
}
}
}
return GL_NO_ERROR;
}
void Dx9BackEnd::invalidate()
{
for (int i = 0; i < MAX_VERTEX_ATTRIBS + 1; i++)
{
mStreamFrequency[i] = STREAM_FREQUENCY_DIRTY;
}
}
Dx9BackEnd::Dx9VertexBuffer::Dx9VertexBuffer(IDirect3DDevice9 *device, std::size_t size)
: TranslatedVertexBuffer(size)
{
HRESULT hr = device->CreateVertexBuffer(size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, D3DPOOL_DEFAULT, &mVertexBuffer, NULL);
if (hr != S_OK)
{
ERR("Out of memory allocating a vertex buffer of size %lu.", size);
throw std::bad_alloc();
}
}
Dx9BackEnd::Dx9VertexBuffer::Dx9VertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags)
: TranslatedVertexBuffer(size)
{
HRESULT hr = device->CreateVertexBuffer(size, usageFlags, 0, D3DPOOL_DEFAULT, &mVertexBuffer, NULL);
if (hr != S_OK)
{
ERR("Out of memory allocating a vertex buffer of size %lu.", size);
throw std::bad_alloc();
}
}
Dx9BackEnd::Dx9VertexBuffer::~Dx9VertexBuffer()
{
mVertexBuffer->Release();
}
IDirect3DVertexBuffer9 *Dx9BackEnd::Dx9VertexBuffer::getBuffer() const
{
return mVertexBuffer;
}
void *Dx9BackEnd::Dx9VertexBuffer::map()
{
void *mapPtr;
mVertexBuffer->Lock(0, 0, &mapPtr, 0);
return mapPtr;
}
void Dx9BackEnd::Dx9VertexBuffer::unmap()
{
mVertexBuffer->Unlock();
}
void Dx9BackEnd::Dx9VertexBuffer::recycle()
{
void *dummy;
mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
mVertexBuffer->Unlock();
}
void *Dx9BackEnd::Dx9VertexBuffer::streamingMap(std::size_t offset, std::size_t size)
{
void *mapPtr;
mVertexBuffer->Lock(offset, size, &mapPtr, D3DLOCK_NOOVERWRITE);
return mapPtr;
}
// Normally VBs are created with D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC, but some hardware & drivers won't render
// if any stride-zero streams are in D3DUSAGE_DYNAMIC VBs, so this provides a way to create such VBs with only D3DUSAGE_WRITEONLY set.
// D3DLOCK_DISCARD and D3DLOCK_NOOVERWRITE are only available on D3DUSAGE_DYNAMIC VBs, so we override methods to avoid using these flags.
Dx9BackEnd::Dx9VertexBufferZeroStrideWorkaround::Dx9VertexBufferZeroStrideWorkaround(IDirect3DDevice9 *device, std::size_t size)
: Dx9VertexBuffer(device, size, D3DUSAGE_WRITEONLY)
{
}
void Dx9BackEnd::Dx9VertexBufferZeroStrideWorkaround::recycle()
{
}
void *Dx9BackEnd::Dx9VertexBufferZeroStrideWorkaround::streamingMap(std::size_t offset, std::size_t size)
{
void *mapPtr;
getBuffer()->Lock(offset, size, &mapPtr, 0);
return mapPtr;
}
Dx9BackEnd::Dx9IndexBuffer::Dx9IndexBuffer(IDirect3DDevice9 *device, std::size_t size, GLenum type)
: TranslatedIndexBuffer(size)
{
ASSERT(type == GL_UNSIGNED_SHORT || type == GL_UNSIGNED_INT);
D3DFORMAT format = (type == GL_UNSIGNED_SHORT) ? D3DFMT_INDEX16 : D3DFMT_INDEX32;
HRESULT hr = device->CreateIndexBuffer(size, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, format, D3DPOOL_DEFAULT, &mIndexBuffer, NULL);
if (hr != S_OK)
{
ERR("Out of memory allocating an index buffer of size %lu.", size);
throw std::bad_alloc();
}
}
Dx9BackEnd::Dx9IndexBuffer::~Dx9IndexBuffer()
{
mIndexBuffer->Release();
}
IDirect3DIndexBuffer9*Dx9BackEnd::Dx9IndexBuffer::getBuffer() const
{
return mIndexBuffer;
}
void *Dx9BackEnd::Dx9IndexBuffer::map()
{
void *mapPtr;
mIndexBuffer->Lock(0, 0, &mapPtr, 0);
return mapPtr;
}
void Dx9BackEnd::Dx9IndexBuffer::unmap()
{
mIndexBuffer->Unlock();
}
void Dx9BackEnd::Dx9IndexBuffer::recycle()
{
void *dummy;
mIndexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
mIndexBuffer->Unlock();
}
void *Dx9BackEnd::Dx9IndexBuffer::streamingMap(std::size_t offset, std::size_t size)
{
void *mapPtr;
mIndexBuffer->Lock(offset, size, &mapPtr, D3DLOCK_NOOVERWRITE);
return mapPtr;
}
}