| // |
| // 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; |
| } |
| |
| } |