summaryrefslogtreecommitdiffstats
path: root/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp
diff options
context:
space:
mode:
authorBen Murdoch <benm@google.com>2011-05-16 16:25:10 +0100
committerBen Murdoch <benm@google.com>2011-05-23 18:54:14 +0100
commitab9e7a118cf1ea2e3a93dce683b2ded3e7291ddb (patch)
treedb769fadd053248f85db67434a5b275224defef7 /Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp
parent52e2557aeb8477967e97fd24f20f8f407a10fa15 (diff)
downloadexternal_webkit-ab9e7a118cf1ea2e3a93dce683b2ded3e7291ddb.zip
external_webkit-ab9e7a118cf1ea2e3a93dce683b2ded3e7291ddb.tar.gz
external_webkit-ab9e7a118cf1ea2e3a93dce683b2ded3e7291ddb.tar.bz2
Merge WebKit at r76408: Initial merge by git.
Change-Id: I5b91decbd693ccbf5c1b8354b37cd68cc9a1ea53
Diffstat (limited to 'Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp')
-rw-r--r--Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp766
1 files changed, 632 insertions, 134 deletions
diff --git a/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp b/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp
index 7762e07..99ece17 100644
--- a/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp
+++ b/Source/ThirdParty/ANGLE/src/libGLESv2/geometry/VertexDataManager.cpp
@@ -9,14 +9,13 @@
#include "libGLESv2/geometry/VertexDataManager.h"
-#include <limits>
-
#include "common/debug.h"
#include "libGLESv2/Buffer.h"
#include "libGLESv2/Program.h"
+#include "libGLESv2/main.h"
-#include "libGLESv2/geometry/backend.h"
+#include "libGLESv2/geometry/vertexconversion.h"
#include "libGLESv2/geometry/IndexDataManager.h"
namespace
@@ -27,245 +26,744 @@ namespace
namespace gl
{
-VertexDataManager::VertexDataManager(Context *context, BufferBackEnd *backend)
- : mContext(context), mBackend(backend), mDirtyCurrentValues(true), mCurrentValueOffset(0)
+VertexDataManager::VertexDataManager(Context *context, IDirect3DDevice9 *device) : mContext(context), mDevice(device)
{
- mStreamBuffer = mBackend->createVertexBuffer(INITIAL_STREAM_BUFFER_SIZE);
- try
- {
- mCurrentValueBuffer = mBackend->createVertexBufferForStrideZero(4 * sizeof(float) * MAX_VERTEX_ATTRIBS);
- }
- catch (...)
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
- delete mStreamBuffer;
- throw;
+ mDirtyCurrentValue[i] = true;
+ mCurrentValueBuffer[i] = NULL;
}
+
+ const D3DCAPS9 &caps = context->getDeviceCaps();
+ checkVertexCaps(caps.DeclTypes);
+
+ mStreamingBuffer = new StreamingVertexBuffer(mDevice, INITIAL_STREAM_BUFFER_SIZE);
}
VertexDataManager::~VertexDataManager()
{
- delete mStreamBuffer;
- delete mCurrentValueBuffer;
+ delete mStreamingBuffer;
+
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ delete mCurrentValueBuffer[i];
+ }
}
-std::bitset<MAX_VERTEX_ATTRIBS> VertexDataManager::getActiveAttribs() const
+UINT VertexDataManager::writeAttributeData(ArrayVertexBuffer *vertexBuffer, GLint start, GLsizei count, const VertexAttribute &attribute)
{
- std::bitset<MAX_VERTEX_ATTRIBS> active;
+ Buffer *buffer = attribute.mBoundBuffer.get();
- Program *program = mContext->getCurrentProgram();
+ int inputStride = attribute.stride();
+ int elementSize = attribute.typeSize();
+ const FormatConverter &converter = formatConverter(attribute);
+ UINT streamOffset = 0;
- for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+ void *output = NULL;
+
+ if (vertexBuffer)
{
- active[attributeIndex] = (program->getSemanticIndex(attributeIndex) != -1);
+ output = vertexBuffer->map(attribute, spaceRequired(attribute, count), &streamOffset);
}
- return active;
-}
+ if (output == NULL)
+ {
+ ERR("Failed to map vertex buffer.");
+ return -1;
+ }
-GLenum VertexDataManager::preRenderValidate(GLint start, GLsizei count,
- TranslatedAttribute *translated)
-{
- const AttributeState *attribs = mContext->getVertexAttribBlock();
- const std::bitset<MAX_VERTEX_ATTRIBS> activeAttribs = getActiveAttribs();
+ const char *input = NULL;
- for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ if (buffer)
+ {
+ int offset = attribute.mOffset;
+
+ input = static_cast<const char*>(buffer->data()) + offset;
+ }
+ else
{
- if (!activeAttribs[i] && attribs[i].mEnabled && attribs[i].mBoundBuffer != 0 && !mContext->getBuffer(attribs[i].mBoundBuffer))
- return GL_INVALID_OPERATION;
+ input = static_cast<const char*>(attribute.mPointer);
}
- for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ input += inputStride * start;
+
+ if (converter.identity && inputStride == elementSize)
{
- translated[i].enabled = activeAttribs[i];
+ memcpy(output, input, count * inputStride);
}
+ else
+ {
+ converter.convertArray(input, inputStride, count, output);
+ }
+
+ vertexBuffer->unmap();
- bool usesCurrentValues = false;
+ return streamOffset;
+}
+GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, TranslatedAttribute *translated)
+{
+ GLenum error = GL_NO_ERROR;
+ const VertexAttributeArray &attribs = mContext->getVertexAttributes();
+ Program *program = mContext->getCurrentProgram();
+
+ for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++)
+ {
+ translated[attributeIndex].active = (program->getSemanticIndex(attributeIndex) != -1);
+ }
+
+ // Determine the required storage size per used buffer
for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
- if (activeAttribs[i] && !attribs[i].mEnabled)
+ Buffer *buffer = attribs[i].mBoundBuffer.get();
+
+ if (translated[i].active && attribs[i].mArrayEnabled && (buffer || attribs[i].mPointer))
{
- usesCurrentValues = true;
- break;
+ StaticVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL;
+
+ if (staticBuffer && staticBuffer->size() == 0)
+ {
+ int totalCount = buffer->size() / attribs[i].stride();
+ staticBuffer->addRequiredSpace(spaceRequired(attribs[i], totalCount));
+ }
+ else if (!staticBuffer || staticBuffer->lookupAttribute(attribs[i]) == -1)
+ {
+ if (mStreamingBuffer)
+ {
+ mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count));
+ }
+ }
}
}
- // Handle the identity-mapped attributes.
- // Process array attributes.
-
- std::size_t requiredSpace = 0;
-
+ // Invalidate static buffers if the attribute formats no longer match
for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
- if (activeAttribs[i] && attribs[i].mEnabled)
+ Buffer *buffer = attribs[i].mBoundBuffer.get();
+
+ if (translated[i].active && attribs[i].mArrayEnabled && buffer)
{
- requiredSpace += spaceRequired(attribs[i], count);
+ StaticVertexBuffer *staticBuffer = buffer->getVertexBuffer();
+
+ if (staticBuffer && staticBuffer->size() != 0)
+ {
+ bool matchingAttributes = true;
+
+ for (int j = 0; j < MAX_VERTEX_ATTRIBS; j++)
+ {
+ if (translated[j].active && attribs[j].mArrayEnabled && attribs[j].mBoundBuffer.get() == buffer)
+ {
+ if (staticBuffer->lookupAttribute(attribs[j]) == -1)
+ {
+ matchingAttributes = false;
+ break;
+ }
+ }
+ }
+
+ if (!matchingAttributes && mStreamingBuffer)
+ {
+ mStreamingBuffer->addRequiredSpaceFor(staticBuffer);
+ buffer->invalidateStaticData();
+ }
+ }
}
}
- if (requiredSpace > mStreamBuffer->size())
+ // Reserve the required space per used buffer
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
- std::size_t newSize = std::max(requiredSpace, 3 * mStreamBuffer->size() / 2); // 1.5 x mStreamBuffer->size() is arbitrary and should be checked to see we don't have too many reallocations.
+ Buffer *buffer = attribs[i].mBoundBuffer.get();
- TranslatedVertexBuffer *newStreamBuffer = mBackend->createVertexBuffer(newSize);
+ if (translated[i].active && attribs[i].mArrayEnabled && (buffer || attribs[i].mPointer))
+ {
+ ArrayVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL;
+ ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : mStreamingBuffer;
- delete mStreamBuffer;
- mStreamBuffer = newStreamBuffer;
+ if (vertexBuffer)
+ {
+ vertexBuffer->reserveRequiredSpace();
+ }
+ }
}
- mStreamBuffer->reserveSpace(requiredSpace);
-
- for (size_t i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ // Perform the vertex data translations
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
{
- if (activeAttribs[i] && attribs[i].mEnabled)
+ if (translated[i].active)
{
- FormatConverter formatConverter = mBackend->getFormatConverter(attribs[i].mType, attribs[i].mSize, attribs[i].mNormalized);
+ Buffer *buffer = attribs[i].mBoundBuffer.get();
- translated[i].nonArray = false;
- translated[i].type = attribs[i].mType;
- translated[i].size = attribs[i].mSize;
- translated[i].normalized = attribs[i].mNormalized;
- translated[i].stride = formatConverter.outputVertexSize;
- translated[i].buffer = mStreamBuffer;
+ if (attribs[i].mArrayEnabled)
+ {
+ if (!buffer && attribs[i].mPointer == NULL)
+ {
+ // This is an application error that would normally result in a crash, but we catch it and return an error
+ ERR("An enabled vertex array has no buffer and no pointer.");
+ return GL_INVALID_OPERATION;
+ }
- size_t inputStride = interpretGlStride(attribs[i]);
- size_t elementSize = typeSize(attribs[i].mType) * attribs[i].mSize;
+ const FormatConverter &converter = formatConverter(attribs[i]);
- void *output = mStreamBuffer->map(spaceRequired(attribs[i], count), &translated[i].offset);
+ StaticVertexBuffer *staticBuffer = buffer ? buffer->getVertexBuffer() : NULL;
+ ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : static_cast<ArrayVertexBuffer*>(mStreamingBuffer);
- const void *input;
- if (attribs[i].mBoundBuffer)
- {
- Buffer *buffer = mContext->getBuffer(attribs[i].mBoundBuffer);
+ UINT streamOffset = -1;
+
+ if (staticBuffer)
+ {
+ streamOffset = staticBuffer->lookupAttribute(attribs[i]);
- size_t offset = reinterpret_cast<size_t>(attribs[i].mPointer);
+ if (streamOffset == -1)
+ {
+ // Convert the entire buffer
+ int totalCount = buffer->size() / attribs[i].stride();
+ int startIndex = attribs[i].mOffset / attribs[i].stride();
- // Before we calculate the required size below, make sure it can be computed without integer overflow.
- if (std::numeric_limits<std::size_t>::max() - start < static_cast<std::size_t>(count)
- || std::numeric_limits<std::size_t>::max() / inputStride < static_cast<std::size_t>(start + count - 1) // it's a prerequisite that count >= 1, so start+count-1 >= 0.
- || std::numeric_limits<std::size_t>::max() - offset < inputStride * (start + count - 1)
- || std::numeric_limits<std::size_t>::max() - elementSize < offset + inputStride * (start + count - 1) + elementSize)
+ streamOffset = writeAttributeData(staticBuffer, -startIndex, totalCount, attribs[i]);
+ }
+
+ if (streamOffset != -1)
+ {
+ streamOffset += (start + attribs[i].mOffset / attribs[i].stride()) * converter.outputElementSize;
+ }
+ }
+ else
{
- mStreamBuffer->unmap();
- return GL_INVALID_OPERATION;
+ streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i]);
}
- if (offset + inputStride * (start + count - 1) + elementSize > buffer->size())
+ if (streamOffset == -1)
{
- mStreamBuffer->unmap();
- return GL_INVALID_OPERATION;
+ return GL_OUT_OF_MEMORY;
}
- input = static_cast<const char*>(buffer->data()) + offset;
+ translated[i].vertexBuffer = vertexBuffer->getBuffer();
+ translated[i].type = converter.d3dDeclType;
+ translated[i].stride = converter.outputElementSize;
+ translated[i].offset = streamOffset;
}
else
{
- input = attribs[i].mPointer;
- }
+ if (mDirtyCurrentValue[i])
+ {
+ delete mCurrentValueBuffer[i];
+ mCurrentValueBuffer[i] = new ConstantVertexBuffer(mDevice, attribs[i].mCurrentValue[0], attribs[i].mCurrentValue[1], attribs[i].mCurrentValue[2], attribs[i].mCurrentValue[3]);
+ mDirtyCurrentValue[i] = false;
+ }
- input = static_cast<const char*>(input) + inputStride * start;
+ translated[i].vertexBuffer = mCurrentValueBuffer[i]->getBuffer();
- if (formatConverter.identity && inputStride == elementSize)
- {
- memcpy(output, input, count * inputStride);
+ translated[i].type = D3DDECLTYPE_FLOAT4;
+ translated[i].stride = 0;
+ translated[i].offset = 0;
}
- else
+ }
+ }
+
+ return GL_NO_ERROR;
+}
+
+std::size_t VertexDataManager::spaceRequired(const VertexAttribute &attrib, std::size_t count) const
+{
+ return formatConverter(attrib).outputElementSize * count;
+}
+
+// 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 };
+};
+
+// 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 VertexDataManager::TranslationDescription VertexDataManager::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 VertexDataManager::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++)
{
- formatConverter.convertArray(input, inputStride, count, output);
+ 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;
+ }
}
+ }
+ }
+}
+
+// This is used to index mAttributeTypes and mPossibleTranslations.
+unsigned int VertexDataManager::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;
+ }
+}
+
+void VertexDataManager::setupAttributes(const TranslatedAttribute *attributes)
+{
+ D3DVERTEXELEMENT9 elements[MAX_VERTEX_ATTRIBS];
+ D3DVERTEXELEMENT9 *element = &elements[0];
- mStreamBuffer->unmap();
+ for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ {
+ if (attributes[i].active)
+ {
+ mDevice->SetStreamSource(i, attributes[i].vertexBuffer, attributes[i].offset, attributes[i].stride);
+
+ element->Stream = i;
+ element->Offset = 0;
+ element->Type = attributes[i].type;
+ element->Method = D3DDECLMETHOD_DEFAULT;
+ element->Usage = D3DDECLUSAGE_TEXCOORD;
+ element->UsageIndex = attributes[i].semanticIndex;
+ element++;
}
}
- if (usesCurrentValues)
+ static const D3DVERTEXELEMENT9 end = D3DDECL_END();
+ *element = end;
+
+ IDirect3DVertexDeclaration9 *vertexDeclaration;
+ mDevice->CreateVertexDeclaration(elements, &vertexDeclaration);
+ mDevice->SetVertexDeclaration(vertexDeclaration);
+ vertexDeclaration->Release();
+}
+
+VertexBuffer::VertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : mDevice(device), mVertexBuffer(NULL)
+{
+ if (size > 0)
{
- processNonArrayAttributes(attribs, activeAttribs, translated, count);
+ D3DPOOL pool = getDisplay()->getBufferPool(usageFlags);
+ HRESULT result = device->CreateVertexBuffer(size, usageFlags, 0, pool, &mVertexBuffer, NULL);
+
+ if (FAILED(result))
+ {
+ ERR("Out of memory allocating a vertex buffer of size %lu.", size);
+ }
}
+}
- return GL_NO_ERROR;
+VertexBuffer::~VertexBuffer()
+{
+ if (mVertexBuffer)
+ {
+ mVertexBuffer->Release();
+ }
}
-std::size_t VertexDataManager::typeSize(GLenum type) const
+void VertexBuffer::unmap()
{
- switch (type)
+ if (mVertexBuffer)
{
- case GL_BYTE: case GL_UNSIGNED_BYTE: return sizeof(GLbyte);
- case GL_SHORT: case GL_UNSIGNED_SHORT: return sizeof(GLshort);
- case GL_FIXED: return sizeof(GLfixed);
- case GL_FLOAT: return sizeof(GLfloat);
- default: UNREACHABLE(); return sizeof(GLfloat);
+ mVertexBuffer->Unlock();
}
}
-std::size_t VertexDataManager::interpretGlStride(const AttributeState &attrib) const
+IDirect3DVertexBuffer9 *VertexBuffer::getBuffer() const
{
- return attrib.mStride ? attrib.mStride : typeSize(attrib.mType) * attrib.mSize;
+ return mVertexBuffer;
}
-// Round up x (>=0) to the next multiple of multiple (>0).
-// 0 rounds up to 0.
-std::size_t VertexDataManager::roundUp(std::size_t x, std::size_t multiple) const
+ConstantVertexBuffer::ConstantVertexBuffer(IDirect3DDevice9 *device, float x, float y, float z, float w) : VertexBuffer(device, 4 * sizeof(float), D3DUSAGE_WRITEONLY)
{
- ASSERT(x >= 0);
- ASSERT(multiple > 0);
+ void *buffer = NULL;
- std::size_t remainder = x % multiple;
- if (remainder != 0)
+ if (mVertexBuffer)
{
- return x + multiple - remainder;
+ HRESULT result = mVertexBuffer->Lock(0, 0, &buffer, 0);
+
+ if (FAILED(result))
+ {
+ ERR("Lock failed with error 0x%08x", result);
+ }
}
- else
+
+ if (buffer)
{
- return x;
+ float *vector = (float*)buffer;
+
+ vector[0] = x;
+ vector[1] = y;
+ vector[2] = z;
+ vector[3] = w;
+
+ mVertexBuffer->Unlock();
}
}
-std::size_t VertexDataManager::spaceRequired(const AttributeState &attrib, std::size_t maxVertex) const
+ConstantVertexBuffer::~ConstantVertexBuffer()
{
- std::size_t size = mBackend->getFormatConverter(attrib.mType, attrib.mSize, attrib.mNormalized).outputVertexSize;
- size *= maxVertex;
+}
- return roundUp(size, 4 * sizeof(GLfloat));
+ArrayVertexBuffer::ArrayVertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : VertexBuffer(device, size, usageFlags)
+{
+ mBufferSize = size;
+ mWritePosition = 0;
+ mRequiredSpace = 0;
}
-void VertexDataManager::processNonArrayAttributes(const AttributeState *attribs, const std::bitset<MAX_VERTEX_ATTRIBS> &activeAttribs, TranslatedAttribute *translated, std::size_t count)
+ArrayVertexBuffer::~ArrayVertexBuffer()
{
- if (mDirtyCurrentValues)
+}
+
+void ArrayVertexBuffer::addRequiredSpace(UINT requiredSpace)
+{
+ mRequiredSpace += requiredSpace;
+}
+
+void ArrayVertexBuffer::addRequiredSpaceFor(ArrayVertexBuffer *buffer)
+{
+ mRequiredSpace += buffer->mRequiredSpace;
+}
+
+StreamingVertexBuffer::StreamingVertexBuffer(IDirect3DDevice9 *device, std::size_t initialSize) : ArrayVertexBuffer(device, initialSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY)
+{
+}
+
+StreamingVertexBuffer::~StreamingVertexBuffer()
+{
+}
+
+void *StreamingVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *offset)
+{
+ void *mapPtr = NULL;
+
+ if (mVertexBuffer)
+ {
+ HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, D3DLOCK_NOOVERWRITE);
+
+ if (FAILED(result))
+ {
+ ERR("Lock failed with error 0x%08x", result);
+ return NULL;
+ }
+
+ *offset = mWritePosition;
+ mWritePosition += requiredSpace;
+ }
+
+ return mapPtr;
+}
+
+void StreamingVertexBuffer::reserveRequiredSpace()
+{
+ if (mRequiredSpace > mBufferSize)
{
- std::size_t totalSize = 4 * sizeof(float) * MAX_VERTEX_ATTRIBS;
+ if (mVertexBuffer)
+ {
+ mVertexBuffer->Release();
+ mVertexBuffer = NULL;
+ }
+
+ mBufferSize = std::max(mRequiredSpace, 3 * mBufferSize / 2); // 1.5 x mBufferSize is arbitrary and should be checked to see we don't have too many reallocations.
+
+ D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY);
+ HRESULT result = mDevice->CreateVertexBuffer(mBufferSize, D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL);
+
+ if (FAILED(result))
+ {
+ ERR("Out of memory allocating a vertex buffer of size %lu.", mBufferSize);
+ }
+
+ mWritePosition = 0;
+ }
+ else if (mWritePosition + mRequiredSpace > mBufferSize) // Recycle
+ {
+ if (mVertexBuffer)
+ {
+ void *dummy;
+ mVertexBuffer->Lock(0, 1, &dummy, D3DLOCK_DISCARD);
+ mVertexBuffer->Unlock();
+ }
+
+ mWritePosition = 0;
+ }
- mCurrentValueBuffer->reserveSpace(totalSize);
+ mRequiredSpace = 0;
+}
+
+StaticVertexBuffer::StaticVertexBuffer(IDirect3DDevice9 *device) : ArrayVertexBuffer(device, 0, D3DUSAGE_WRITEONLY)
+{
+}
+
+StaticVertexBuffer::~StaticVertexBuffer()
+{
+}
- float* currentValues = static_cast<float*>(mCurrentValueBuffer->map(totalSize, &mCurrentValueOffset));
+void *StaticVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, UINT *streamOffset)
+{
+ void *mapPtr = NULL;
- for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ if (mVertexBuffer)
+ {
+ HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, 0);
+
+ if (FAILED(result))
{
- // This assumes that the GL_FLOATx4 is supported by the back-end. (For D3D9, it is a mandatory format.)
- currentValues[i*4+0] = attribs[i].mCurrentValue[0];
- currentValues[i*4+1] = attribs[i].mCurrentValue[1];
- currentValues[i*4+2] = attribs[i].mCurrentValue[2];
- currentValues[i*4+3] = attribs[i].mCurrentValue[3];
+ ERR("Lock failed with error 0x%08x", result);
+ return NULL;
}
- mCurrentValueBuffer->unmap();
+ int attributeOffset = attribute.mOffset % attribute.stride();
+ VertexElement element = {attribute.mType, attribute.mSize, attribute.mNormalized, attributeOffset, mWritePosition};
+ mCache.push_back(element);
+
+ *streamOffset = mWritePosition;
+ mWritePosition += requiredSpace;
}
- for (std::size_t i = 0; i < MAX_VERTEX_ATTRIBS; i++)
+ return mapPtr;
+}
+
+void StaticVertexBuffer::reserveRequiredSpace()
+{
+ if (!mVertexBuffer && mBufferSize == 0)
{
- if (activeAttribs[i] && !attribs[i].mEnabled)
+ D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_WRITEONLY);
+ HRESULT result = mDevice->CreateVertexBuffer(mRequiredSpace, D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL);
+
+ if (FAILED(result))
{
- translated[i].nonArray = true;
+ ERR("Out of memory allocating a vertex buffer of size %lu.", mRequiredSpace);
+ }
- translated[i].buffer = mCurrentValueBuffer;
+ mBufferSize = mRequiredSpace;
+ }
+ else if (mVertexBuffer && mBufferSize >= mRequiredSpace)
+ {
+ // Already allocated
+ }
+ else UNREACHABLE(); // Static vertex buffers can't be resized
- translated[i].type = GL_FLOAT;
- translated[i].size = 4;
- translated[i].normalized = false;
- translated[i].stride = 0;
- translated[i].offset = mCurrentValueOffset + 4 * sizeof(float) * i;
+ mRequiredSpace = 0;
+}
+
+UINT StaticVertexBuffer::lookupAttribute(const VertexAttribute &attribute)
+{
+ for (unsigned int element = 0; element < mCache.size(); element++)
+ {
+ if (mCache[element].type == attribute.mType && mCache[element].size == attribute.mSize && mCache[element].normalized == attribute.mNormalized)
+ {
+ if (mCache[element].attributeOffset == attribute.mOffset % attribute.stride())
+ {
+ return mCache[element].streamOffset;
+ }
}
}
+
+ return -1;
}
+const VertexDataManager::FormatConverter &VertexDataManager::formatConverter(const VertexAttribute &attribute) const
+{
+ return mAttributeTypes[typeIndex(attribute.mType)][attribute.mNormalized][attribute.mSize - 1];
+}
}