obs-studio/libobs-d3d11/d3d11-vertexbuffer.cpp
jp9000 f53df7da64 clang-format: Apply formatting
Code submissions have continually suffered from formatting
inconsistencies that constantly have to be addressed.  Using
clang-format simplifies this by making code formatting more consistent,
and allows automation of the code formatting so that maintainers can
focus more on the code itself instead of code formatting.
2019-06-23 23:49:10 -07:00

147 lines
4.4 KiB
C++

/******************************************************************************
Copyright (C) 2013 by Hugh Bailey <obs.jim@gmail.com>
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 2 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program. If not, see <http://www.gnu.org/licenses/>.
******************************************************************************/
#include <util/base.h>
#include <graphics/vec3.h>
#include "d3d11-subsystem.hpp"
static inline void PushBuffer(vector<ID3D11Buffer *> &buffers,
vector<uint32_t> &strides, ID3D11Buffer *buffer,
size_t elementSize, const char *name)
{
if (buffer) {
buffers.push_back(buffer);
strides.push_back((uint32_t)elementSize);
} else {
blog(LOG_ERROR, "This vertex shader requires a %s buffer",
name);
}
}
void gs_vertex_buffer::FlushBuffer(ID3D11Buffer *buffer, void *array,
size_t elementSize)
{
D3D11_MAPPED_SUBRESOURCE msr;
HRESULT hr;
if (FAILED(hr = device->context->Map(buffer, 0, D3D11_MAP_WRITE_DISCARD,
0, &msr)))
throw HRError("Failed to map buffer", hr);
memcpy(msr.pData, array, elementSize * vbd.data->num);
device->context->Unmap(buffer, 0);
}
void gs_vertex_buffer::MakeBufferList(gs_vertex_shader *shader,
vector<ID3D11Buffer *> &buffers,
vector<uint32_t> &strides)
{
PushBuffer(buffers, strides, vertexBuffer, sizeof(vec3), "point");
if (shader->hasNormals)
PushBuffer(buffers, strides, normalBuffer, sizeof(vec3),
"normal");
if (shader->hasColors)
PushBuffer(buffers, strides, colorBuffer, sizeof(uint32_t),
"color");
if (shader->hasTangents)
PushBuffer(buffers, strides, tangentBuffer, sizeof(vec3),
"tangent");
if (shader->nTexUnits <= uvBuffers.size()) {
for (size_t i = 0; i < shader->nTexUnits; i++) {
buffers.push_back(uvBuffers[i]);
strides.push_back((uint32_t)uvSizes[i]);
}
} else {
blog(LOG_ERROR,
"This vertex shader requires at least %u "
"texture buffers.",
(uint32_t)shader->nTexUnits);
}
}
void gs_vertex_buffer::InitBuffer(const size_t elementSize,
const size_t numVerts, void *array,
ID3D11Buffer **buffer)
{
D3D11_BUFFER_DESC bd;
D3D11_SUBRESOURCE_DATA srd;
HRESULT hr;
memset(&bd, 0, sizeof(bd));
memset(&srd, 0, sizeof(srd));
bd.Usage = dynamic ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
bd.CPUAccessFlags = dynamic ? D3D11_CPU_ACCESS_WRITE : 0;
bd.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bd.ByteWidth = UINT(elementSize * numVerts);
srd.pSysMem = array;
hr = device->device->CreateBuffer(&bd, &srd, buffer);
if (FAILED(hr))
throw HRError("Failed to create buffer", hr);
}
void gs_vertex_buffer::BuildBuffers()
{
InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->points,
&vertexBuffer);
if (vbd.data->normals)
InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->normals,
&normalBuffer);
if (vbd.data->tangents)
InitBuffer(sizeof(vec3), vbd.data->num, vbd.data->tangents,
&tangentBuffer);
if (vbd.data->colors)
InitBuffer(sizeof(uint32_t), vbd.data->num, vbd.data->colors,
&colorBuffer);
for (size_t i = 0; i < vbd.data->num_tex; i++) {
struct gs_tvertarray *tverts = vbd.data->tvarray + i;
if (tverts->width != 2 && tverts->width != 4)
throw "Invalid texture vertex size specified";
if (!tverts->array)
throw "No texture vertices specified";
ComPtr<ID3D11Buffer> buffer;
InitBuffer(tverts->width * sizeof(float), vbd.data->num,
tverts->array, &buffer);
uvBuffers.push_back(buffer);
uvSizes.push_back(tverts->width * sizeof(float));
}
}
gs_vertex_buffer::gs_vertex_buffer(gs_device_t *device, struct gs_vb_data *data,
uint32_t flags)
: gs_obj(device, gs_type::gs_vertex_buffer),
dynamic((flags & GS_DYNAMIC) != 0),
vbd(data),
numVerts(data->num)
{
if (!data->num)
throw "Cannot initialize vertex buffer with 0 vertices";
if (!data->points)
throw "No points specified for vertex buffer";
BuildBuffers();
}