Implemented Renderer11::applyVertexBuffer and Renderer11::applyIndexBuffer.
TRAC #22238
Author: Geoff Lang
Signed-off-by: Nicolas Capens
Signed-off-by: Daniel Koch
git-svn-id: https://angleproject.googlecode.com/svn/branches/dx11proto@1610 736b8ea6-26fd-11df-bfd4-992fa37f6226
diff --git a/src/libGLESv2/renderer/Renderer11.cpp b/src/libGLESv2/renderer/Renderer11.cpp
index 626b6d1..2fddd31 100644
--- a/src/libGLESv2/renderer/Renderer11.cpp
+++ b/src/libGLESv2/renderer/Renderer11.cpp
@@ -22,6 +22,8 @@
#include "libGLESv2/renderer/Image11.h"
#include "libGLESv2/renderer/VertexBuffer11.h"
#include "libGLESv2/renderer/IndexBuffer11.h"
+#include "libGLESv2/renderer/VertexDataManager.h"
+#include "libGLESv2/renderer/IndexDataManager.h"
#include "libEGL/Config.h"
#include "libEGL/Display.h"
@@ -40,6 +42,9 @@
Renderer11::Renderer11(egl::Display *display, HDC hDc) : Renderer(display), mDc(hDc)
{
+ mVertexDataManager = NULL;
+ mIndexDataManager = NULL;
+
mD3d11Module = NULL;
mDxgiModule = NULL;
@@ -192,12 +197,13 @@
void Renderer11::initializeDevice()
{
mStateCache.initialize(mDevice);
+ mInputLayoutCache.initialize(mDevice, mDeviceContext);
+
+ ASSERT(!mVertexDataManager && !mIndexDataManager);
+ mVertexDataManager = new VertexDataManager(this);
+ mIndexDataManager = new IndexDataManager(this);
markAllStateDirty();
-
- // Permanent non-default states
- // TODO
- // UNIMPLEMENTED();
}
int Renderer11::generateConfigs(ConfigDesc **configDescList)
@@ -625,58 +631,32 @@
GLenum Renderer11::applyVertexBuffer(gl::ProgramBinary *programBinary, gl::VertexAttribute vertexAttributes[], GLint first, GLsizei count, GLsizei instances)
{
- // TODO: Create/update vertex buffers for arbitrary GL attributes
- ASSERT(vertexAttributes[0].mBoundBuffer.get() == 0); // UNIMPLEMENTED();
-
- UINT stride = vertexAttributes[0].mStride != 0 ? vertexAttributes[0].mStride : vertexAttributes[0].typeSize();
- UINT size = stride * count;
-
- D3D11_BUFFER_DESC vertexBufferDescription = {0};
- vertexBufferDescription.ByteWidth = size;
- vertexBufferDescription.Usage = D3D11_USAGE_DYNAMIC;
- vertexBufferDescription.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- vertexBufferDescription.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- vertexBufferDescription.MiscFlags = 0;
- vertexBufferDescription.StructureByteStride = 0;
-
- ID3D11Buffer *vertexBuffer = NULL;
- HRESULT result = mDevice->CreateBuffer(&vertexBufferDescription, NULL, &vertexBuffer);
- ASSERT(SUCCEEDED(result));
-
- D3D11_MAPPED_SUBRESOURCE map;
- result = mDeviceContext->Map(vertexBuffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
- ASSERT(SUCCEEDED(result));
- memcpy(map.pData, vertexAttributes[0].mPointer, size);
- mDeviceContext->Unmap(vertexBuffer, 0);
-
- UINT offset = 0;
- mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &stride, &offset);
- vertexBuffer->Release();
-
- // TODO: Build the input layout from the (translated) attribute information
- D3D11_INPUT_ELEMENT_DESC inputElementDescriptions[1] =
+ TranslatedAttribute attributes[gl::MAX_VERTEX_ATTRIBS];
+ GLenum err = mVertexDataManager->prepareVertexData(vertexAttributes, programBinary, first, count, attributes, instances);
+ if (err != GL_NO_ERROR)
{
- {"TEXCOORD", 0, DXGI_FORMAT_R32G32B32_FLOAT, 0, 0, D3D11_INPUT_PER_VERTEX_DATA, 0}
- };
+ return err;
+ }
- ShaderExecutable *vertexExecutable = programBinary->getVertexExecutable();
-
- ID3D11InputLayout *inputLayout = NULL;
- result = mDevice->CreateInputLayout(inputElementDescriptions, 1, vertexExecutable->getFunction(), vertexExecutable->getLength(), &inputLayout);
- ASSERT(SUCCEEDED(result));
-
- mDeviceContext->IASetInputLayout(inputLayout);
- inputLayout->Release(); // TODO: Build a cache of input layouts
-
- return GL_NO_ERROR;
+ return mInputLayoutCache.applyVertexBuffers(attributes, programBinary);
}
GLenum Renderer11::applyIndexBuffer(const GLvoid *indices, gl::Buffer *elementArrayBuffer, GLsizei count, GLenum mode, GLenum type, TranslatedIndexData *indexInfo)
{
- // TODO
- UNIMPLEMENTED();
+ GLenum err = mIndexDataManager->prepareIndexData(type, count, elementArrayBuffer, indices, indexInfo);
- return GL_OUT_OF_MEMORY;
+ if (err == GL_NO_ERROR)
+ {
+ if (indexInfo->serial != mAppliedIBSerial)
+ {
+ IndexBuffer11* indexBuffer = IndexBuffer11::makeIndexBuffer11(indexInfo->indexBuffer);
+
+ mDeviceContext->IASetIndexBuffer(indexBuffer->getBuffer(), indexBuffer->getIndexFormat(), indexInfo->startIndex);
+ mAppliedIBSerial = indexInfo->serial;
+ }
+ }
+
+ return err;
}
void Renderer11::drawArrays(GLenum mode, GLsizei count, GLsizei instances)
@@ -851,14 +831,20 @@
mForceSetScissor = true;
mForceSetViewport = true;
+ mAppliedIBSerial = 0;
mAppliedProgramBinarySerial = 0;
}
void Renderer11::releaseDeviceResources()
{
- // TODO
- // UNIMPLEMENTED();
mStateCache.clear();
+ mInputLayoutCache.clear();
+
+ delete mVertexDataManager;
+ mVertexDataManager = NULL;
+
+ delete mIndexDataManager;
+ mIndexDataManager = NULL;
}
void Renderer11::markDeviceLost()