diff options
Diffstat (limited to 'ANGLE/src/libGLESv2/geometry/dx9.cpp')
-rw-r--r-- | ANGLE/src/libGLESv2/geometry/dx9.cpp | 613 |
1 files changed, 613 insertions, 0 deletions
diff --git a/ANGLE/src/libGLESv2/geometry/dx9.cpp b/ANGLE/src/libGLESv2/geometry/dx9.cpp new file mode 100644 index 0000000..e51befb --- /dev/null +++ b/ANGLE/src/libGLESv2/geometry/dx9.cpp @@ -0,0 +1,613 @@ +// +// 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; +} + +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; +} + +} |