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//
// Copyright 2002 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.
//
// VertexBuffer9.cpp: Defines the D3D9 VertexBuffer implementation.
#include "libANGLE/renderer/d3d/d3d9/VertexBuffer9.h"
#include "libANGLE/Buffer.h"
#include "libANGLE/Context.h"
#include "libANGLE/VertexAttribute.h"
#include "libANGLE/renderer/d3d/BufferD3D.h"
#include "libANGLE/renderer/d3d/d3d9/Renderer9.h"
#include "libANGLE/renderer/d3d/d3d9/formatutils9.h"
#include "libANGLE/renderer/d3d/d3d9/vertexconversion.h"
namespace rx
{
VertexBuffer9::VertexBuffer9(Renderer9 *renderer) : mRenderer(renderer)
{
mVertexBuffer = nullptr;
mBufferSize = 0;
mDynamicUsage = false;
}
VertexBuffer9::~VertexBuffer9()
{
SafeRelease(mVertexBuffer);
}
angle::Result VertexBuffer9::initialize(const gl::Context *context,
unsigned int size,
bool dynamicUsage)
{
SafeRelease(mVertexBuffer);
updateSerial();
if (size > 0)
{
DWORD flags = D3DUSAGE_WRITEONLY;
if (dynamicUsage)
{
flags |= D3DUSAGE_DYNAMIC;
}
HRESULT result = mRenderer->createVertexBuffer(size, flags, &mVertexBuffer);
ANGLE_TRY_HR(GetImplAs<Context9>(context), result,
"Failed to allocate internal vertex buffer");
}
mBufferSize = size;
mDynamicUsage = dynamicUsage;
return angle::Result::Continue;
}
angle::Result VertexBuffer9::storeVertexAttributes(const gl::Context *context,
const gl::VertexAttribute &attrib,
const gl::VertexBinding &binding,
gl::VertexAttribType currentValueType,
GLint start,
size_t count,
GLsizei instances,
unsigned int offset,
const uint8_t *sourceData)
{
ASSERT(mVertexBuffer);
size_t inputStride = gl::ComputeVertexAttributeStride(attrib, binding);
size_t elementSize = gl::ComputeVertexAttributeTypeSize(attrib);
DWORD lockFlags = mDynamicUsage ? D3DLOCK_NOOVERWRITE : 0;
uint8_t *mapPtr = nullptr;
unsigned int mapSize = 0;
ANGLE_TRY(
mRenderer->getVertexSpaceRequired(context, attrib, binding, count, instances, 0, &mapSize));
HRESULT result =
mVertexBuffer->Lock(offset, mapSize, reinterpret_cast<void **>(&mapPtr), lockFlags);
ANGLE_TRY_HR(GetImplAs<Context9>(context), result, "Failed to lock internal vertex buffer");
const uint8_t *input = sourceData;
if (instances == 0 || binding.getDivisor() == 0)
{
input += inputStride * start;
}
angle::FormatID vertexFormatID = gl::GetVertexFormatID(attrib, currentValueType);
const d3d9::VertexFormat &d3dVertexInfo =
d3d9::GetVertexFormatInfo(mRenderer->getCapsDeclTypes(), vertexFormatID);
bool needsConversion = (d3dVertexInfo.conversionType & VERTEX_CONVERT_CPU) > 0;
if (!needsConversion && inputStride == elementSize)
{
size_t copySize = count * inputStride;
memcpy(mapPtr, input, copySize);
}
else
{
d3dVertexInfo.copyFunction(input, inputStride, count, mapPtr);
}
mVertexBuffer->Unlock();
return angle::Result::Continue;
}
unsigned int VertexBuffer9::getBufferSize() const
{
return mBufferSize;
}
angle::Result VertexBuffer9::setBufferSize(const gl::Context *context, unsigned int size)
{
if (size > mBufferSize)
{
return initialize(context, size, mDynamicUsage);
}
else
{
return angle::Result::Continue;
}
}
angle::Result VertexBuffer9::discard(const gl::Context *context)
{
ASSERT(mVertexBuffer);
void *mock;
HRESULT result;
Context9 *context9 = GetImplAs<Context9>(context);
result = mVertexBuffer->Lock(0, 1, &mock, D3DLOCK_DISCARD);
ANGLE_TRY_HR(context9, result, "Failed to lock internal vertex buffer for discarding");
result = mVertexBuffer->Unlock();
ANGLE_TRY_HR(context9, result, "Failed to unlock internal vertex buffer for discarding");
return angle::Result::Continue;
}
IDirect3DVertexBuffer9 *VertexBuffer9::getBuffer() const
{
return mVertexBuffer;
}
} // namespace rx