コード例 #1
0
ファイル: VertexBuffer11.cpp プロジェクト: eocanha/webkit
gl::Error VertexBuffer11::storeVertexAttributes(const gl::VertexAttribute &attrib,
                                                GLenum currentValueType,
                                                GLint start,
                                                GLsizei count,
                                                GLsizei instances,
                                                unsigned int offset,
                                                const uint8_t *sourceData)
{
    if (!mBuffer)
    {
        return gl::Error(GL_OUT_OF_MEMORY, "Internal vertex buffer is not initialized.");
    }

    int inputStride = static_cast<int>(ComputeVertexAttributeStride(attrib));

    // This will map the resource if it isn't already mapped.
    ANGLE_TRY(mapResource());

    uint8_t *output = mMappedResourceData + offset;

    const uint8_t *input = sourceData;

    if (instances == 0 || attrib.divisor == 0)
    {
        input += inputStride * start;
    }

    gl::VertexFormatType vertexFormatType = gl::GetVertexFormatType(attrib, currentValueType);
    const D3D_FEATURE_LEVEL featureLevel = mRenderer->getRenderer11DeviceCaps().featureLevel;
    const d3d11::VertexFormat &vertexFormatInfo = d3d11::GetVertexFormatInfo(vertexFormatType, featureLevel);
    ASSERT(vertexFormatInfo.copyFunction != NULL);
    vertexFormatInfo.copyFunction(input, inputStride, count, output);

    return gl::NoError();
}
コード例 #2
0
ファイル: d3d10state_images.cpp プロジェクト: galek/apitrace
image::Image *
getSubResourceImage(ID3D10Device *pDevice,
                    ID3D10Resource *pResource,
                    DXGI_FORMAT Format,
                    UINT ArraySlice,
                    UINT MipSlice)
{
    image::Image *image = NULL;
    UINT SubResource;
    D3D10_MAPPED_TEXTURE3D MappedSubResource;
    HRESULT hr;

    if (!pResource) {
        return NULL;
    }

    ResourceDesc Desc;
    getResourceDesc(pResource, &Desc);
    assert(ArraySlice < Desc.ArraySize);
    assert(MipSlice < Desc.MipLevels);
    assert(Desc.SampleDesc.Count > 0);

    SubResource = ArraySlice*Desc.MipLevels + MipSlice;

    /*
     * Resolve the subresource.
     */

    ResourceDesc ResolvedDesc = Desc;
    ResolvedDesc.Width  = std::max(Desc.Width  >> MipSlice, 1U);
    ResolvedDesc.Height = std::max(Desc.Height >> MipSlice, 1U);
    ResolvedDesc.Depth  = std::max(Desc.Depth  >> MipSlice, 1U);
    ResolvedDesc.ArraySize = 1;
    ResolvedDesc.MipLevels = 1;
    ResolvedDesc.SampleDesc.Count = 1;
    ResolvedDesc.SampleDesc.Quality = 0;
    ResolvedDesc.Usage = D3D10_USAGE_DEFAULT;
    ResolvedDesc.BindFlags = 0;
    ResolvedDesc.CPUAccessFlags = 0;
    ResolvedDesc.MiscFlags = 0;

    com_ptr<ID3D10Resource> pResolvedResource;
    if (Desc.SampleDesc.Count == 1) {
        pResolvedResource = pResource;
    } else {
        hr = createResource(pDevice, &ResolvedDesc, &pResolvedResource);
        if (FAILED(hr)) {
            return NULL;
        }

        pDevice->ResolveSubresource(pResolvedResource, 0, pResource, SubResource, Format);
        SubResource = 0;
    }

    /*
     * Stage the subresource.
     */

    ResourceDesc StagingDesc = ResolvedDesc;
    StagingDesc.Usage = D3D10_USAGE_STAGING;
    StagingDesc.CPUAccessFlags = D3D10_CPU_ACCESS_READ;

    com_ptr<ID3D10Resource> pStagingResource;
    hr = createResource(pDevice, &StagingDesc, &pStagingResource);
    if (FAILED(hr)) {
        return NULL;
    }

    pDevice->CopySubresourceRegion(pStagingResource, 0, 0, 0, 0, pResolvedResource, SubResource, NULL);

    /*
     * Map and read the subresource.
     */

    hr = mapResource(pStagingResource, 0, D3D10_MAP_READ, 0, &MappedSubResource);
    if (FAILED(hr)) {
        goto no_map;
    }

    image = ConvertImage(Format,
                         MappedSubResource.pData,
                         MappedSubResource.RowPitch,
                         StagingDesc.Width, StagingDesc.Height);

    unmapResource(pStagingResource, 0);
no_map:
    return image;
}