/****************************************************************************** Copyright (C) 2013 by Hugh Bailey 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 . ******************************************************************************/ #include #include #include "d3d11-subsystem.hpp" static inline void PushBuffer(vector &buffers, vector &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 &buffers, vector &strides) { PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point"); if (shader->hasNormals) PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "normal"); if (shader->hasColors) PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "color"); if (shader->hasTangents) PushBuffer(buffers, strides, vertexBuffer, 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(device_t device, struct vb_data *data, uint32_t flags) : device (device), vbd (data), numVerts (data->num), dynamic ((flags & GS_DYNAMIC) != 0) { 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 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 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) { bfree(data); data = NULL; } }