コード例 #1
0
	bool TriangleIterator::Advance()
	{
		if (m_currentIndex >= m_indexCount)
		{
			Unmap();
			return false;
		}

		switch (m_primitiveMode)
		{
			case PrimitiveMode_TriangleFan:
				m_triangleIndices[1] = m_indexMapper.Get(m_currentIndex++);
				m_triangleIndices[2] = m_indexMapper.Get(m_currentIndex++);
				break;

			case PrimitiveMode_TriangleList:
				m_triangleIndices[0] = m_indexMapper.Get(m_currentIndex++);
				m_triangleIndices[1] = m_indexMapper.Get(m_currentIndex++);
				m_triangleIndices[2] = m_indexMapper.Get(m_currentIndex++);
				break;

			case PrimitiveMode_TriangleStrip:
				m_triangleIndices[2] = m_indexMapper.Get(m_currentIndex++);
				m_triangleIndices[0] = m_triangleIndices[1];
				m_triangleIndices[1] = m_triangleIndices[2];
				break;

			default:
				return false;
		}

		return true;
	}
コード例 #2
0
ファイル: Line.cpp プロジェクト: xotonic/directx11-engine
void Line::SetLines(const std::vector<XMVECTOR> &l)
{


	if (l.size() == lines.size())
	{
		for (int i = 0; i < lines.size(); i++)
			lines[i] = { { to2(l[i]) }, { 1.0, 1.0, 1.0, 1.0 } };

		// updating vertex buffer
		auto dc = dx->deviceContext;

		D3D11_MAPPED_SUBRESOURCE ms;
		ZeroMemory(&ms, sizeof(ms));

		Debug::if_failed(
			dc->Map(vertexBuffer, 0, D3D11_MAP_WRITE, 0, &ms),
			"error mapping subresource");

		memcpy(ms.pData, lines.data(), lines.size()*sizeof(ColVertex));

		dc->Unmap(vertexBuffer, 0);
	}
	else
	{
		ostringstream o;
		o << "invalid lines count in SetLines argument\n" <<
			"argument vector: " << l.size() << "\nlines vector: " << lines.size();
		Debug::message(o.str());
	}
}
コード例 #3
0
ファイル: Character.cpp プロジェクト: WiZFramework/BaseCross
	void SpriteBase::OnUpdate() {
		float ElapsedTime = App::GetApp()->GetElapsedTime();
		auto Dev = App::GetApp()->GetDeviceResources();
		auto pD3D11DeviceContext = Dev->GetD3DDeviceContext();
		//頂点の変更
		//D3D11_MAP_WRITE_DISCARDは重要。この処理により、GPUに邪魔されない
		D3D11_MAP mapType = D3D11_MAP_WRITE_DISCARD;
		D3D11_MAPPED_SUBRESOURCE mappedBuffer;
		//頂点のマップ
		if (FAILED(pD3D11DeviceContext->Map(m_SquareMesh->GetVertexBuffer().Get(), 0, mapType, 0, &mappedBuffer))) {
			// Map失敗
			throw BaseException(
				L"頂点のMapに失敗しました。",
				L"if(FAILED(pID3D11DeviceContext->Map()))",
				L"WrappedSprite::UpdateVertex()"
			);
		}
		//頂点の変更
		VertexPositionColorTexture* vertices
			= (VertexPositionColorTexture*)mappedBuffer.pData;
		//仮想関数呼び出し
		UpdateVertex(ElapsedTime, vertices);
		//アンマップ
		pD3D11DeviceContext->Unmap(m_SquareMesh->GetVertexBuffer().Get(), 0);
	}
コード例 #4
0
ファイル: mappedfile.cpp プロジェクト: skopp/rush
MappedFile::~MappedFile()
{
    if (IsMapped())
    {
        Unmap();
    }
} // MappedFile::~MappedFile
コード例 #5
0
ファイル: OpenGLBuffer.cpp プロジェクト: MishaConway/simple3d
bool OpenGLBuffer::SetData( void* pData  )
{
	void* pMappedData = Map();
	memcpy( pMappedData, pData, data_size ); 
	Unmap();
	return true;
}
コード例 #6
0
bool
SharedBufferMLGPU::GrowBuffer(size_t aBytes)
{
  // We only pre-allocate buffers if we can use offset allocation.
  MOZ_ASSERT(mCanUseOffsetAllocation);

  // Unmap the previous buffer. This will retain mBuffer, but free up the
  // address space used by its mapping.
  Unmap();

  size_t maybeSize = mDefaultSize;
  if (mBuffer) {
    // Try to first grow the previous allocation size.
    maybeSize = std::min(kMaxCachedBufferSize, mBuffer->GetSize() * 2);
  }

  size_t bytes = std::max(aBytes, maybeSize);
  mBuffer = mDevice->CreateBuffer(mType, bytes, MLGUsage::Dynamic);
  if (!mBuffer) {
    return false;
  }

  mCurrentPosition = 0;
  mMaxSize = mBuffer->GetSize();
  return true;
}
コード例 #7
0
StagingTexture2DBuffer::~StagingTexture2DBuffer()
{
  if (m_map_pointer)
    Unmap();

  g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_memory);
  g_command_buffer_mgr->DeferBufferDestruction(m_buffer);
}
コード例 #8
0
ファイル: scene.cpp プロジェクト: neurodebian/iv-hines
void Scene::Remove(Interactor* i) {
    DoRemove(i);
    i->parent = nil;
    if (i->canvas != nil) {
	Unmap(i);
	i->Orphan();
    }
}
コード例 #9
0
StagingTexture2DLinear::~StagingTexture2DLinear()
{
  if (m_map_pointer)
    Unmap();

  g_command_buffer_mgr->DeferDeviceMemoryDestruction(m_memory);
  g_command_buffer_mgr->DeferImageDestruction(m_image);
}
コード例 #10
0
void SharedBufferMLGPU::PrepareForUsage() {
  Unmap();

  if (mBytesUsedThisFrame <= mDefaultSize) {
    mNumSmallFrames++;
  } else {
    mNumSmallFrames = 0;
  }
}
コード例 #11
0
ファイル: Texture.cpp プロジェクト: Daivuk/ggj16
    void Texture::setData(const uint8_t *in_pData)
    {
        auto pDeviceContext = ORenderer->getDeviceContext();

        D3D11_MAPPED_SUBRESOURCE data;
        pDeviceContext->Map(m_pTexture, 0, D3D11_MAP_WRITE_DISCARD, 0, &data);
        memcpy(data.pData, in_pData, m_size.x * m_size.y * 4);
        pDeviceContext->Unmap(m_pTexture, 0);
    }
コード例 #12
0
void
OsdCudaVertexBuffer::UpdateData(const float *src, int numVertices) {

    void *dst = Map();
    cudaMemcpy(dst, src, _numElements * numVertices * sizeof(float), cudaMemcpyHostToDevice);
    Unmap();

    h_data = std::vector<float>(src, src +( _numElements*numVertices));
}
コード例 #13
0
void CMemStream::Close()
{
	n_assert(IsOpen());
	if (IsMapped()) Unmap();
	if (SelfAlloc && pBuffer) n_free(pBuffer);
	pBuffer = NULL;
	Flags.Clear(IS_OPEN);
	//CStream::Close();
}
コード例 #14
0
ファイル: scene.c プロジェクト: OS2World/DEV-PM-InterViews
void Scene::Remove (Interactor* i) {
    DoRemove(i);
    i->parent = nil;
    if (i->canvas != nil) {
	Unmap(i);
	if (i->GetInteractorType() != InteriorInteractor) {
	    i->Deactivate();
	}
	Orphan(i);
    }
}
コード例 #15
0
ファイル: mappedfile.cpp プロジェクト: skopp/rush
bool MappedFile::Map( const char* fileName, int startPage, int nBytes )
{
    if (m_hMapping != INVALID_HANDLE_VALUE)
    {
        Unmap();
    }

    m_hFile = CreateFile( fileName, GENERIC_READ, FILE_SHARE_READ, 0,
                            OPEN_EXISTING, FILE_ATTRIBUTE_NORMAL, NULL );
    if (m_hFile == INVALID_HANDLE_VALUE)
    {
        rlog.err( "Could not open file for mapping: %s", fileName );
        return false;
    }

    m_FileSize = ::GetFileSize( m_hFile, NULL );

    //  create mapping name
    char mapName[_MAX_PATH];
    strcpy( mapName, fileName );
    char* pName = mapName;
    while (*pName)
    {
        if (*pName == '\\' || *pName == '/') *pName = '_';
        pName++;
    }

    m_hMapping = CreateFileMapping( m_hFile, NULL, PAGE_READONLY, 0, 0, mapName );
    uint32_t err = GetLastError();
    if (m_hMapping == NULL)
    {
        rlog.err( "Could not memory-map file: %s", fileName );
        m_hMapping = INVALID_HANDLE_VALUE;
        return false;
    }

    m_pBuffer = (uint8_t*)MapViewOfFile( m_hMapping, FILE_MAP_READ, 0, startPage*GetPageSize(), nBytes );
    if (m_pBuffer == NULL)
    {
        uint32_t errCode = GetLastError();
        rlog.err( "Could not memory-map view of file: %s. Error code: %X", fileName );
        return false;
    }
    CloseHandle( m_hFile );
    m_hFile = INVALID_HANDLE_VALUE;

    m_MappedSize        = nBytes;
    m_FirstMappedPage   = startPage;

    return true;
} // MappedFile::Map
コード例 #16
0
ファイル: Character.cpp プロジェクト: WiZFramework/BaseCross
	void SimpleSquare::OnUpdate() {
		float ElapsedTime = App::GetApp()->GetElapsedTime();
		auto Dev = App::GetApp()->GetDeviceResources();
		auto pD3D11DeviceContext = Dev->GetD3DDeviceContext();
		//頂点の変更
		//D3D11_MAP_WRITE_DISCARDは重要。この処理により、GPUに邪魔されない
		D3D11_MAP mapType = D3D11_MAP_WRITE_DISCARD;
		D3D11_MAPPED_SUBRESOURCE mappedBuffer;
		//頂点のマップ
		if (FAILED(pD3D11DeviceContext->Map(m_SquareMesh->GetVertexBuffer().Get(), 0, mapType, 0, &mappedBuffer))) {
			// Map失敗
			throw BaseException(
				L"頂点のMapに失敗しました。",
				L"if(FAILED(pID3D11DeviceContext->Map()))",
				L"SimpleSquare::OnUpdate()"
			);
		}
		//頂点の変更
		VertexPositionColorTexture* vertices
			= (VertexPositionColorTexture*)mappedBuffer.pData;
		//関数呼び出し
		UpdateVertex(ElapsedTime, vertices);
		//アンマップ
		pD3D11DeviceContext->Unmap(m_SquareMesh->GetVertexBuffer().Get(), 0);


		auto PtrStage = GetStage<Stage>();
		//カメラの位置
		Vec3 CameraEye = PtrStage->GetCamera().m_CamerEye;
		Vec3 CameraAt = PtrStage->GetCamera().m_CamerAt;
		switch (m_DrawOption) {
		case SquareDrawOption::Billboard:
		{
			m_Qt.facing(CameraAt - CameraEye);
		}
		break;
		case SquareDrawOption::Faceing:
		{
			m_Qt.facing(m_Pos - CameraEye);
		}
		break;
		case SquareDrawOption::FaceingY:
			m_Qt.facingY(m_Pos - CameraEye);
			break;
		default:
			m_Qt.normalize();
			break;
		}
	}
コード例 #17
0
ファイル: vertexbuffer.cpp プロジェクト: alexgaiv/lib3d
void VertexBuffer::CloneTo(VertexBuffer &vb) const
{
	if (GLEW_ARB_vertex_buffer_object) {
		BYTE *data = (BYTE *)Map(GL_READ_ONLY);
		if (data) {
			vb.SetData(GetSize(), data, GetUsage());
			Unmap();
		}
	}
	else {
		delete [] vb.ptr->data;
		vb.ptr->size = ptr->size;
		vb.ptr->data = new BYTE[ptr->size];
		memcpy(vb.ptr->data, ptr->data, ptr->size);
	}
}
コード例 #18
0
void SharedBufferMLGPU::Reset() {
  // We shouldn't be mapped here, but just in case, unmap now.
  Unmap();
  mBytesUsedThisFrame = 0;

  // If we allocated a large buffer for a particularly heavy layer tree,
  // but have not used most of the buffer again for many frames, we
  // discard the buffer. This is to prevent having to perform large
  // pointless uploads after visiting a single havy page - it also
  // lessens ping-ponging between large and small buffers.
  if (mBuffer && (mBuffer->GetSize() > mDefaultSize * 4) &&
      mNumSmallFrames >= 10) {
    mBuffer = nullptr;
  }

  // Note that we do not aggressively map a new buffer. There's no reason to,
  // and it'd cause unnecessary uploads when painting empty frames.
}
コード例 #19
0
ファイル: DecorationMap.cpp プロジェクト: Anters/LevelEditor
const VertexBuffer* DecorationMap::GetVB(RenderContext* rc, uint32_t& vertCount)
{
    vertCount = 0;
    GenVBuffers();
    if(m_vertexcount == 0) return NULL;
    
    auto d3dcontext = rc->Context();
    vertCount = 0;
        

    if( m_decoDynVB == NULL || m_decoDynVB->GetCount() < m_vertexcount)

    {
        SAFE_DELETE(m_decoDynVB);
        m_decoDynVB = GpuResourceFactory::CreateVertexBuffer(NULL, VertexFormat::VF_T,
            m_vertexcount,BufferUsage::DYNAMIC); 
        assert(m_decoDynVB);        
    }

    if(!m_decoDynVB) return NULL;
    D3D11_MAPPED_SUBRESOURCE mappedResource;
    const TerrainPatchList& patchlist = this->GetParent()->GetVisiblePatches();
    
    HRESULT hr = d3dcontext->Map(m_decoDynVB->GetBuffer(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mappedResource);
    if(FAILED(hr)) return NULL;

    // update dynamic instance  buffer        
    // for each visible terrain patch.
    
    for(auto it = patchlist.begin(); it != patchlist.end(); it++)
    {
        const VBList* pos2d = &m_listOfVBList[it->patchId];
        float dist = length( it->bounds.GetCenter() - rc->Cam().CamPos());            
            if( dist > m_lodDistance || pos2d->size() == 0) continue;            
            // update instance buffer.
            
            uint8_t* destPtr =  ( (uint8_t*)mappedResource.pData + (vertCount * m_decoDynVB->GetStride()));
            CopyMemory(destPtr, &pos2d->front(), m_decoDynVB->GetStride() * pos2d->size());
            vertCount += (uint32_t)pos2d->size();
    }
    d3dcontext->Unmap(m_decoDynVB->GetBuffer(), 0);       
    return m_decoDynVB;
}
コード例 #20
0
ファイル: D3D11HardwareBuffer.cpp プロジェクト: Ziple/kT
	/**
	 * \brief Reads data from the buffer and copies it at the destination.
	 */
	void KT_API D3D11HardwareBuffer::ReadData(
		D3D11ImmediateContext* ctx,
		Uint32 offset,
		Uint32 size,
		void* dest )
	{
		if( (myCPUAccessRights & kT::D3D11HardwareBuffer::CPUReadAccess) != 0 )
		{
			memcpy( dest, Map( ctx, kT::D3D11HardwareBuffer::ReadLock, offset, size ), size );
			Unmap( ctx );
		}
		else
		{
			D3D11HardwareBuffer* copy = GetBufferCopy(ctx);
			memcpy( dest, copy->Map( ctx, D3D11HardwareBuffer::ReadLock, offset, size ), size );
			copy->Unmap( ctx );
			delete copy;
		}
	}
コード例 #21
0
ファイル: D3D11Vertexbuffer.cpp プロジェクト: parav/GD3D11
/** Updates the vertexbuffer with the given data */
XRESULT D3D11VertexBuffer::UpdateBufferAligned16(void* data, UINT size)
{
	void* mappedData;
	UINT bsize;
	if (XR_SUCCESS == Map(EMapFlags::M_WRITE_DISCARD, &mappedData, &bsize))
	{
		if (size)
			bsize = size;
		
		// Copy data
		//Toolbox::X_aligned_memcpy_sse2(mappedData, data, bsize);
		memcpy(mappedData, data, bsize);

		Unmap();

		return XR_SUCCESS;
	}

	return XR_FAILED;
}
コード例 #22
0
    /// @brief Lock vertex buffer.
    /// 
    /// @param _nIndex Index of the vertex buffer.
    /// @param _pBuffer Vertex buffer.
    /// @param _nSize Size to write.
    /// 
    /// @return True if it mapped successfully.
    bool CVertexBuffer::MapWrite(uint32 _nIndex, void *_pBuffer, uint32 _nSize)
    {
        SAM_ASSERT(_pBuffer != NULL, "Buffer is null");
        SAM_ASSERT(_nIndex < m_nNbVertices, "Index is out of range");

        // Lock the vertex buffer.
        D3D11_MAPPED_SUBRESOURCE subressource;
        ZeroMemory(&subressource, sizeof(D3D11_MAPPED_SUBRESOURCE));

        HRESULT hResult = g_Env->pRenderWindow->GetD3DContext()->Map(m_pBuffer, _nIndex, GetDX11Map(VU_Write_Only), 0, &subressource);
        if(hResult != S_OK)
        {
            g_Env->pRenderWindow->LogError(hResult);
            return false;
        }

        memcpy(subressource.pData, _pBuffer, _nSize);
        Unmap();

        return true;
    }
コード例 #23
0
ファイル: MeshImpl.hpp プロジェクト: anareboucas/nanook
VOID Mesh::DataTable::Iterate(Func F, UINT Offset, U& P0, V& P1)
{
  MapView(PageAccess::READWRITE);

  UINT Stride = m_pHeader->ElementSize;
  LPBYTE pData = (LPBYTE)m_pData + Offset;

  UINT j = 0;
  for (UINT i=0; i<m_pHeader->Count; i++, pData+=Stride)
  {
    F(i, *(T*)pData, P0, P1);

    if (i - j > 1048576)
    {
      Unlock(j, i - j - 65536);
      j = i-65536;
    }
  }

  Unmap();
}
コード例 #24
0
ファイル: skybox.cpp プロジェクト: Noplace/Solar
int SkyBox::Render() {
  HRESULT hr;
    auto gfx = (ContextD3D11*)context_;
    auto pd3dImmediateContext = gfx->device_context();
  
    context_->SetInputLayout(il_);

    UINT uStrides = sizeof( SkyBoxVertex );
    UINT uOffsets = 0;
    context_->SetVertexBuffers( 0, 1, (const void**)&sky_vb_, &uStrides, &uOffsets );
    context_->SetIndexBuffer(nullptr,DXGI_FORMAT_R32_UINT,0);
    context_->SetPrimitiveTopology(D3D11_PRIMITIVE_TOPOLOGY_TRIANGLESTRIP);

    context_->PushVertexShader(&sky_vs_);
    context_->PushPixelShader(&sky_ps_);

    D3D11_MAPPED_SUBRESOURCE MappedResource;
    pd3dImmediateContext->Map( m_pcbVSPerObject, 0, D3D11_MAP_WRITE_DISCARD, 0, &MappedResource ) ;
    CB_VS_PER_OBJECT* pVSPerObject = ( CB_VS_PER_OBJECT* )MappedResource.pData;  
    pmWorldViewProj = world()*dx::XMMatrixMultiply(scene_->camera()->view(),scene_->camera()->projection());
    pVSPerObject->m_WorldViewProj = dx::XMMatrixTranspose(dx::XMMatrixInverse(NULL, pmWorldViewProj ));
    pd3dImmediateContext->Unmap( m_pcbVSPerObject, 0 );
    pd3dImmediateContext->VSSetConstantBuffers( 0, 1, &m_pcbVSPerObject );

    pd3dImmediateContext->PSSetSamplers( 0, 1, &sampler_state );
    pd3dImmediateContext->PSSetShaderResources( 0, 1, (ID3D11ShaderResourceView*const*)&sky_trv_.data_pointer );

    ID3D11DepthStencilState* pDepthStencilStateStored11 = NULL;
    UINT StencilRef;
    pd3dImmediateContext->OMGetDepthStencilState( &pDepthStencilStateStored11, &StencilRef );
    pd3dImmediateContext->OMSetDepthStencilState( sky_depth_state_, 0 );

    pd3dImmediateContext->Draw( 4, 0 );

    pd3dImmediateContext->OMSetDepthStencilState( pDepthStencilStateStored11, StencilRef );

    context_->PopVertexShader();
    context_->PopPixelShader();
  return S_OK;
}
コード例 #25
0
ファイル: resource.cpp プロジェクト: levka17/Engine-Editor
	void overlay::set_dimensions(int start_x, int start_y, int width, int height, int window_width, int window_height)
	{
		float left = static_cast<float>(window_width) / -2.0f + static_cast<float>(start_x);
		float right = left + static_cast<float>(width);
		float top = static_cast<float>(window_height) / 2.0f - static_cast<float>(start_y);
		float bottom = top - static_cast<float>(height);

		const uint32_t count = 6;
		std::array<overlay::vertex_t, count> vertices;

		vertices[0].position = float3(left, top, 0.0f);
		vertices[0].texture = float2(0.0f, 0.0f);

		vertices[1].position = float3(right, bottom, 0.0f);
		vertices[1].texture = float2(1.0f, 1.0f);

		vertices[2].position = float3(left, bottom, 0.0f);
		vertices[2].texture = float2(0.0f, 1.0f);

		vertices[3].position = float3(left, top, 0.0f);
		vertices[3].texture = float2(0.0f, 0.0f);

		vertices[4].position = float3(right, top, 0.0f);
		vertices[4].texture = float2(1.0f, 0.0f);

		vertices[5].position = float3(right, bottom, 0.0f);
		vertices[5].texture = float2(1.0f, 1.0f);

		auto context = d3d_device::instance()->get_context();

		D3D11_MAPPED_SUBRESOURCE mapped_data;

		context->Map(vertex_buffer.Get(), 0, D3D11_MAP_WRITE_DISCARD, 0, &mapped_data);

		auto vertices_ptr = reinterpret_cast<overlay::vertex_t*>(mapped_data.pData);
		memcpy(vertices_ptr, reinterpret_cast<void*>(vertices.data()), sizeof(overlay::vertex_t) * count);

		context->Unmap(vertex_buffer.Get(), 0);
	}
コード例 #26
0
ファイル: D3D11Vertexbuffer.cpp プロジェクト: parav/GD3D11
/** Updates the vertexbuffer with the given data */
XRESULT D3D11VertexBuffer::UpdateBuffer(void* data, UINT size)
{
	void* mappedData;
	UINT bsize;

	if(SizeInBytes < size)
		size = SizeInBytes;

	if (XR_SUCCESS == Map(EMapFlags::M_WRITE_DISCARD, &mappedData, &bsize))
	{
		if (size)
			bsize = size;
		// Copy data
		memcpy(mappedData, data, bsize);

		Unmap();

		return XR_SUCCESS;
	}

	return XR_FAILED;
}
コード例 #27
0
ファイル: GSTextureSW.cpp プロジェクト: KitoHo/pcsx2
bool GSTextureSW::Update(const GSVector4i& r, const void* data, int pitch)
{
	GSMap m;

	if(m_data != NULL && Map(m, &r))
	{
		uint8* RESTRICT src = (uint8*)data;
		uint8* RESTRICT dst = m.bits;

		int rowbytes = r.width() << 2;

		for(int h = r.height(); h > 0; h--, src += pitch, dst += m.pitch)
		{
			memcpy(dst, src, rowbytes);
		}

		Unmap();

		return true;
	}

	return false;
}
コード例 #28
0
ファイル: VulkanMemory.cpp プロジェクト: AmesianX/ppsspp
void VulkanPushBuffer::NextBuffer(size_t minSize) {
	// First, unmap the current memory.
	Unmap();

	buf_++;
	if (buf_ >= buffers_.size() || minSize > size_) {
		// Before creating the buffer, adjust to the new size_ if necessary.
		while (size_ < minSize) {
			size_ <<= 1;
		}

		bool res = AddBuffer();
		assert(res);
		if (!res) {
			// Let's try not to crash at least?
			buf_ = 0;
		}
	}

	// Now, move to the next buffer and map it.
	offset_ = 0;
	Map();
}
コード例 #29
0
SharedMemoryBasic::~SharedMemoryBasic()
{
  Unmap();
  Destroy();
}
コード例 #30
0
//-----------------------------------------------------------------------------
void CPUTMeshDX11::UnmapIndices( CPUTRenderParameters &params )
{
    Unmap( mpIndexBuffer, mpStagingIndexBuffer, &mIndexBufferMappedType, params );
}