コード例 #1
0
ファイル: VertexBuffer11.cpp プロジェクト: RSATom/Qt
gl::Error VertexBuffer11::getSpaceRequired(const gl::VertexAttribute &attrib, GLsizei count,
                                           GLsizei instances, unsigned int *outSpaceRequired) const
{
    unsigned int elementCount = 0;
    if (attrib.enabled)
    {
        if (instances == 0 || attrib.divisor == 0)
        {
            elementCount = count;
        }
        else
        {
            // Round up to divisor, if possible
            elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor);
        }

        gl::VertexFormatType formatType = gl::GetVertexFormatType(attrib);
        const D3D_FEATURE_LEVEL featureLevel = mRenderer->getRenderer11DeviceCaps().featureLevel;
        const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(formatType, featureLevel);
        const d3d11::DXGIFormat &dxgiFormatInfo = d3d11::GetDXGIFormatInfo(vertexFormatInfo.nativeFormat);
        unsigned int elementSize = dxgiFormatInfo.pixelBytes;
        if (elementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
        {
            if (outSpaceRequired)
            {
                *outSpaceRequired = elementSize * elementCount;
            }
            return gl::Error(GL_NO_ERROR);
        }
        else
        {
            return gl::Error(GL_OUT_OF_MEMORY, "New vertex buffer size would result in an overflow.");
        }
    }
    else
    {
        const unsigned int elementSize = 4;
        if (outSpaceRequired)
        {
            *outSpaceRequired = elementSize * 4;
        }
        return gl::Error(GL_NO_ERROR);
    }
}
コード例 #2
0
gl::Error VertexBuffer9::spaceRequired(const gl::VertexAttribute &attrib, std::size_t count, GLsizei instances,
                                       unsigned int *outSpaceRequired) const
{
    gl::VertexFormat vertexFormat(attrib, GL_FLOAT);
    const d3d9::VertexFormat &d3d9VertexInfo = d3d9::GetVertexFormatInfo(mRenderer->getCapsDeclTypes(), vertexFormat);

    if (attrib.enabled)
    {
        unsigned int elementCount = 0;
        if (instances == 0 || attrib.divisor == 0)
        {
            elementCount = count;
        }
        else
        {
            // Round up to divisor, if possible
            elementCount = UnsignedCeilDivide(static_cast<unsigned int>(instances), attrib.divisor);
        }

        if (d3d9VertexInfo.outputElementSize <= std::numeric_limits<unsigned int>::max() / elementCount)
        {
            if (outSpaceRequired)
            {
                *outSpaceRequired = d3d9VertexInfo.outputElementSize * elementCount;
            }
            return gl::Error(GL_NO_ERROR);
        }
        else
        {
            return gl::Error(GL_OUT_OF_MEMORY, "New vertex buffer size would result in an overflow.");
        }
    }
    else
    {
        const unsigned int elementSize = 4;
        if (outSpaceRequired)
        {
            *outSpaceRequired = elementSize * 4;
        }
        return gl::Error(GL_NO_ERROR);
    }
}