const VertexFormat &GetVertexFormatInfo(DWORD supportedDeclTypes, gl::VertexFormatType vertexFormatType) { static bool initialized = false; static DWORD initializedDeclTypes = 0; static VertexFormat formatConverters[NUM_GL_VERTEX_ATTRIB_TYPES][2][4]; if (initializedDeclTypes != supportedDeclTypes) { const TranslationDescription translations[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_NO_NORM(GL_FIXED), TRANSLATIONS_FOR_TYPE_NO_NORM(GL_FLOAT) }; 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 (translations[i][j][k].capsFlag == 0 || (supportedDeclTypes & translations[i][j][k].capsFlag) != 0) { formatConverters[i][j][k] = translations[i][j][k].preferredConversion; } else { formatConverters[i][j][k] = translations[i][j][k].fallbackConversion; } } } } initialized = true; initializedDeclTypes = supportedDeclTypes; } const gl::VertexFormat &vertexFormat = gl::GetVertexFormatFromType(vertexFormatType); // Pure integer attributes only supported in ES3.0 ASSERT(!vertexFormat.pureInteger); return formatConverters[ComputeTypeIndex(vertexFormat.type)][vertexFormat.normalized][vertexFormat.components - 1]; }
namespace gl { unsigned int VertexBuffer::mCurrentSerial = 1; int elementsInBuffer(const VertexAttribute &attribute, int size) { int stride = attribute.stride(); return (size - attribute.mOffset % stride + (stride - attribute.typeSize())) / stride; } VertexDataManager::VertexDataManager(Context *context, IDirect3DDevice9 *device) : mContext(context), mDevice(device) { for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { mDirtyCurrentValue[i] = true; mCurrentValueBuffer[i] = NULL; mCurrentValueOffsets[i] = 0; } const D3DCAPS9 &caps = context->getDeviceCaps(); checkVertexCaps(caps.DeclTypes); mStreamingBuffer = new StreamingVertexBuffer(mDevice, INITIAL_STREAM_BUFFER_SIZE); if (!mStreamingBuffer) { ERR("Failed to allocate the streaming vertex buffer."); } } VertexDataManager::~VertexDataManager() { delete mStreamingBuffer; for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { delete mCurrentValueBuffer[i]; } } std::size_t VertexDataManager::writeAttributeData(ArrayVertexBuffer *vertexBuffer, GLint start, GLsizei count, const VertexAttribute &attribute, GLsizei instances) { Buffer *buffer = attribute.mBoundBuffer.get(); int inputStride = attribute.stride(); int elementSize = attribute.typeSize(); const FormatConverter &converter = formatConverter(attribute); std::size_t streamOffset = 0; void *output = NULL; if (vertexBuffer) { output = vertexBuffer->map(attribute, spaceRequired(attribute, count, instances), &streamOffset); } if (output == NULL) { ERR("Failed to map vertex buffer."); return -1; } const char *input = NULL; if (buffer) { int offset = attribute.mOffset; input = static_cast<const char*>(buffer->data()) + offset; } else { input = static_cast<const char*>(attribute.mPointer); } if (instances == 0 || attribute.mDivisor == 0) { input += inputStride * start; } if (converter.identity && inputStride == elementSize) { memcpy(output, input, count * inputStride); } else { converter.convertArray(input, inputStride, count, output); } vertexBuffer->unmap(); return streamOffset; } GLenum VertexDataManager::prepareVertexData(GLint start, GLsizei count, TranslatedAttribute *translated, GLsizei instances) { if (!mStreamingBuffer) { return GL_OUT_OF_MEMORY; } const VertexAttributeArray &attribs = mContext->getVertexAttributes(); Program *program = mContext->getCurrentProgram(); ProgramBinary *programBinary = program->getProgramBinary(); for (int attributeIndex = 0; attributeIndex < MAX_VERTEX_ATTRIBS; attributeIndex++) { translated[attributeIndex].active = (programBinary->getSemanticIndex(attributeIndex) != -1); } // Determine the required storage size per used buffer, and invalidate static buffers that don't contain matching attributes for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active && attribs[i].mArrayEnabled) { Buffer *buffer = attribs[i].mBoundBuffer.get(); StaticVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL; if (staticBuffer) { if (staticBuffer->size() == 0) { int totalCount = elementsInBuffer(attribs[i], buffer->size()); staticBuffer->addRequiredSpace(spaceRequired(attribs[i], totalCount, 0)); } else if (staticBuffer->lookupAttribute(attribs[i]) == -1) { // This static buffer doesn't have matching attributes, so fall back to using the streaming buffer // Add the space of all previous attributes belonging to the invalidated static buffer to the streaming buffer for (int previous = 0; previous < i; previous++) { if (translated[previous].active && attribs[previous].mArrayEnabled) { Buffer *previousBuffer = attribs[previous].mBoundBuffer.get(); StaticVertexBuffer *previousStaticBuffer = previousBuffer ? previousBuffer->getStaticVertexBuffer() : NULL; if (staticBuffer == previousStaticBuffer) { mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[previous], count, instances)); } } } mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count, instances)); buffer->invalidateStaticData(); } } else { mStreamingBuffer->addRequiredSpace(spaceRequired(attribs[i], count, instances)); } } } // Reserve the required space per used buffer for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active && attribs[i].mArrayEnabled) { Buffer *buffer = attribs[i].mBoundBuffer.get(); ArrayVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL; ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : mStreamingBuffer; if (vertexBuffer) { vertexBuffer->reserveRequiredSpace(); } } } // Perform the vertex data translations for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active) { if (attribs[i].mArrayEnabled) { Buffer *buffer = attribs[i].mBoundBuffer.get(); 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; } const FormatConverter &converter = formatConverter(attribs[i]); StaticVertexBuffer *staticBuffer = buffer ? buffer->getStaticVertexBuffer() : NULL; ArrayVertexBuffer *vertexBuffer = staticBuffer ? staticBuffer : static_cast<ArrayVertexBuffer*>(mStreamingBuffer); std::size_t streamOffset = -1; if (staticBuffer) { streamOffset = staticBuffer->lookupAttribute(attribs[i]); if (streamOffset == -1) { // Convert the entire buffer int totalCount = elementsInBuffer(attribs[i], buffer->size()); int startIndex = attribs[i].mOffset / attribs[i].stride(); streamOffset = writeAttributeData(staticBuffer, -startIndex, totalCount, attribs[i], 0); } if (streamOffset != -1) { streamOffset += (attribs[i].mOffset / attribs[i].stride()) * converter.outputElementSize; if (instances == 0 || attribs[i].mDivisor == 0) { streamOffset += start * converter.outputElementSize; } } } else { streamOffset = writeAttributeData(mStreamingBuffer, start, count, attribs[i], instances); } if (streamOffset == -1) { return GL_OUT_OF_MEMORY; } translated[i].vertexBuffer = vertexBuffer->getBuffer(); translated[i].serial = vertexBuffer->getSerial(); translated[i].divisor = attribs[i].mDivisor; translated[i].type = converter.d3dDeclType; translated[i].stride = converter.outputElementSize; translated[i].offset = streamOffset; } else { if (!mCurrentValueBuffer[i]) { mCurrentValueBuffer[i] = new StreamingVertexBuffer(mDevice, CONSTANT_VERTEX_BUFFER_SIZE); } StreamingVertexBuffer *buffer = mCurrentValueBuffer[i]; if (mDirtyCurrentValue[i]) { const int requiredSpace = 4 * sizeof(float); buffer->addRequiredSpace(requiredSpace); buffer->reserveRequiredSpace(); float *data = static_cast<float*>(buffer->map(VertexAttribute(), requiredSpace, &mCurrentValueOffsets[i])); if (data) { data[0] = attribs[i].mCurrentValue[0]; data[1] = attribs[i].mCurrentValue[1]; data[2] = attribs[i].mCurrentValue[2]; data[3] = attribs[i].mCurrentValue[3]; buffer->unmap(); mDirtyCurrentValue[i] = false; } } translated[i].vertexBuffer = mCurrentValueBuffer[i]->getBuffer(); translated[i].serial = mCurrentValueBuffer[i]->getSerial(); translated[i].divisor = 0; translated[i].type = D3DDECLTYPE_FLOAT4; translated[i].stride = 0; translated[i].offset = mCurrentValueOffsets[i]; } } } for (int i = 0; i < MAX_VERTEX_ATTRIBS; i++) { if (translated[i].active && attribs[i].mArrayEnabled) { Buffer *buffer = attribs[i].mBoundBuffer.get(); if (buffer) { buffer->promoteStaticUsage(count * attribs[i].typeSize()); } } } return GL_NO_ERROR; } std::size_t VertexDataManager::spaceRequired(const VertexAttribute &attrib, std::size_t count, GLsizei instances) const { size_t elementSize = formatConverter(attrib).outputElementSize; if (instances == 0 || attrib.mDivisor == 0) { return elementSize * count; } else { return elementSize * ((instances + attrib.mDivisor - 1) / attrib.mDivisor); } } // 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<GLint, 16> { }; template <> struct ConversionRule<GL_FIXED, false, D3DVT_FLOAT> : gl::FixedToFloat<GLint, 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) }, \ } #define TRANSLATIONS_FOR_TYPE_NO_NORM(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, 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) }, \ } 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_NO_NORM(GL_FIXED), TRANSLATIONS_FOR_TYPE_NO_NORM(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++) { 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; } } VertexBuffer::VertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : mDevice(device), mVertexBuffer(NULL) { if (size > 0) { D3DPOOL pool = getDisplay()->getBufferPool(usageFlags); HRESULT result = device->CreateVertexBuffer(size, usageFlags, 0, pool, &mVertexBuffer, NULL); mSerial = issueSerial(); if (FAILED(result)) { ERR("Out of memory allocating a vertex buffer of size %lu.", size); } } } VertexBuffer::~VertexBuffer() { if (mVertexBuffer) { mVertexBuffer->Release(); } } void VertexBuffer::unmap() { if (mVertexBuffer) { mVertexBuffer->Unlock(); } } IDirect3DVertexBuffer9 *VertexBuffer::getBuffer() const { return mVertexBuffer; } unsigned int VertexBuffer::getSerial() const { return mSerial; } unsigned int VertexBuffer::issueSerial() { return mCurrentSerial++; } ArrayVertexBuffer::ArrayVertexBuffer(IDirect3DDevice9 *device, std::size_t size, DWORD usageFlags) : VertexBuffer(device, size, usageFlags) { mBufferSize = size; mWritePosition = 0; mRequiredSpace = 0; } ArrayVertexBuffer::~ArrayVertexBuffer() { } void ArrayVertexBuffer::addRequiredSpace(UINT requiredSpace) { mRequiredSpace += requiredSpace; } 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) { 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); mSerial = issueSerial(); 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; } mRequiredSpace = 0; } StaticVertexBuffer::StaticVertexBuffer(IDirect3DDevice9 *device) : ArrayVertexBuffer(device, 0, D3DUSAGE_WRITEONLY) { } StaticVertexBuffer::~StaticVertexBuffer() { } void *StaticVertexBuffer::map(const VertexAttribute &attribute, std::size_t requiredSpace, std::size_t *streamOffset) { void *mapPtr = NULL; if (mVertexBuffer) { HRESULT result = mVertexBuffer->Lock(mWritePosition, requiredSpace, &mapPtr, 0); if (FAILED(result)) { ERR("Lock failed with error 0x%08x", result); return NULL; } int attributeOffset = attribute.mOffset % attribute.stride(); VertexElement element = {attribute.mType, attribute.mSize, attribute.stride(), attribute.mNormalized, attributeOffset, mWritePosition}; mCache.push_back(element); *streamOffset = mWritePosition; mWritePosition += requiredSpace; } return mapPtr; } void StaticVertexBuffer::reserveRequiredSpace() { if (!mVertexBuffer && mBufferSize == 0) { D3DPOOL pool = getDisplay()->getBufferPool(D3DUSAGE_WRITEONLY); HRESULT result = mDevice->CreateVertexBuffer(mRequiredSpace, D3DUSAGE_WRITEONLY, 0, pool, &mVertexBuffer, NULL); mSerial = issueSerial(); if (FAILED(result)) { ERR("Out of memory allocating a vertex buffer of size %lu.", mRequiredSpace); } mBufferSize = mRequiredSpace; } else if (mVertexBuffer && mBufferSize >= mRequiredSpace) { // Already allocated } else UNREACHABLE(); // Static vertex buffers can't be resized mRequiredSpace = 0; } std::size_t 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].stride == attribute.stride() && 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]; } }
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; } }