mirror of
https://github.com/hrydgard/ppsspp.git
synced 2024-11-23 21:39:52 +00:00
Change the API for updating buffers from the CPU to be cleaner
This commit is contained in:
parent
534a65c610
commit
d78d3bb25f
@ -236,10 +236,10 @@ void SoftGPU::CopyToCurrentFboFromDisplayRam(int srcwidth, int srcheight) {
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{ x2, y2, 0, u1, v1, 0xFFFFFFFF }, // BR
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{ x2, y, 0, u1, v0, 0xFFFFFFFF }, // TR
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};
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vdata->SubData((const uint8_t *)verts, 0, sizeof(verts));
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draw_->UpdateBuffer(vdata, (const uint8_t *)verts, 0, sizeof(verts));
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int indexes[] = { 0, 1, 2, 0, 2, 3 };
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idata->SubData((const uint8_t *)indexes, 0, sizeof(indexes));
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draw_->UpdateBuffer(idata, (const uint8_t *)indexes, 0, sizeof(indexes));
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draw_->BindTexture(0, fbTex);
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@ -93,7 +93,7 @@ void DrawBuffer::Flush(bool set_blend_state) {
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pipeline_->SetMatrix4x4("WorldViewProj", drawMatrix_.getReadPtr());
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draw_->BindPipeline(pipeline_);
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if (vbuf_) {
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vbuf_->SubData((const uint8_t *)verts_, 0, sizeof(Vertex) * count_);
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draw_->UpdateBuffer(vbuf_, (const uint8_t *)verts_, 0, sizeof(Vertex) * count_);
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draw_->BindVertexBuffers(0, 1, &vbuf_, nullptr);
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int offset = 0;
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draw_->Draw(count_, offset);
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@ -388,7 +388,6 @@ public:
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class Buffer : public RefCountedObject {
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public:
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virtual void SubData(const uint8_t *data, size_t offset, size_t size) = 0;
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};
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class Texture : public RefCountedObject {
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@ -701,12 +701,10 @@ public:
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buf->Release();
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if (srView)
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srView->Release();
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}
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virtual void SubData(const uint8_t *data, size_t offset, size_t size) override {
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}
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ID3D11Buffer *buf;
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ID3D11ShaderResourceView *srView;
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size_t size;
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};
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Buffer *D3D11DrawContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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@ -720,8 +718,11 @@ Buffer *D3D11DrawContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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desc.BindFlags |= D3D11_BIND_INDEX_BUFFER;
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if (usageFlags & UNIFORM)
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desc.BindFlags |= D3D11_BIND_CONSTANT_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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b->size = size;
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HRESULT hr = device_->CreateBuffer(&desc, nullptr, &b->buf);
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if (FAILED(hr)) {
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delete b;
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@ -732,7 +733,20 @@ Buffer *D3D11DrawContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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}
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void D3D11DrawContext::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size) {
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Crash();
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D3D11Buffer *buf = (D3D11Buffer *)buffer;
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if (offset == 0 && size == buf->size) {
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// Can just discard the old contents. This is only allowed for DYNAMIC buffers.
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D3D11_MAPPED_SUBRESOURCE map;
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context_->Map(buf->buf, 0, D3D11_MAP_WRITE_DISCARD, 0, &map);
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memcpy(map.pData, data, size);
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context_->Unmap(buf->buf, 0);
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return;
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}
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D3D11_BOX box{};
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box.left = offset;
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box.right = offset + size;
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context_->UpdateSubresource(buf->buf, 0, &box, data, 0, 0);
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}
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void D3D11DrawContext::BindVertexBuffers(int start, int count, Buffer **buffers, int *offsets) {
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@ -142,6 +142,8 @@ static int FormatToD3DDeclType(DataFormat type) {
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}
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}
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class D3D9Buffer;
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class D3D9DepthStencilState : public DepthStencilState {
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public:
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BOOL depthTestEnabled;
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@ -219,58 +221,6 @@ public:
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}
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};
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// Simulate a simple buffer type like the other backends have, use the usage flags to create the right internal type.
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class D3D9Buffer : public Buffer {
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public:
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D3D9Buffer(LPDIRECT3DDEVICE9 device, size_t size, uint32_t flags) : vbuffer_(nullptr), ibuffer_(nullptr), maxSize_(size) {
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if (flags & BufferUsageFlag::INDEXDATA) {
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DWORD usage = D3DUSAGE_DYNAMIC;
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device->CreateIndexBuffer((UINT)size, usage, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &ibuffer_, NULL);
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}
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else {
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DWORD usage = D3DUSAGE_DYNAMIC;
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device->CreateVertexBuffer((UINT)size, usage, 0, D3DPOOL_DEFAULT, &vbuffer_, NULL);
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}
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}
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virtual ~D3D9Buffer() override {
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if (ibuffer_) {
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ibuffer_->Release();
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}
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if (vbuffer_) {
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vbuffer_->Release();
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}
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}
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void SubData(const uint8_t *data, size_t offset, size_t size) override {
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if (!size)
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return;
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if (offset + size > maxSize_) {
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ELOG("Can't SubData with bigger size than buffer was created with");
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return;
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}
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if (vbuffer_) {
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void *ptr;
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HRESULT res = vbuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
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if (!FAILED(res)) {
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memcpy(ptr, data, size);
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vbuffer_->Unlock();
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}
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} else if (ibuffer_) {
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void *ptr;
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HRESULT res = ibuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
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if (!FAILED(res)) {
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memcpy(ptr, data, size);
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ibuffer_->Unlock();
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}
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}
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}
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public:
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LPDIRECT3DVERTEXBUFFER9 vbuffer_;
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LPDIRECT3DINDEXBUFFER9 ibuffer_;
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size_t maxSize_;
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};
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class D3D9InputLayout : public InputLayout {
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public:
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D3D9InputLayout(LPDIRECT3DDEVICE9 device, const InputLayoutDesc &desc);
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@ -831,12 +781,59 @@ D3D9InputLayout::D3D9InputLayout(LPDIRECT3DDEVICE9 device, const InputLayoutDesc
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delete[] elements;
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}
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// Simulate a simple buffer type like the other backends have, use the usage flags to create the right internal type.
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class D3D9Buffer : public Buffer {
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public:
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D3D9Buffer(LPDIRECT3DDEVICE9 device, size_t size, uint32_t flags) : vbuffer_(nullptr), ibuffer_(nullptr), maxSize_(size) {
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if (flags & BufferUsageFlag::INDEXDATA) {
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DWORD usage = D3DUSAGE_DYNAMIC;
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device->CreateIndexBuffer((UINT)size, usage, D3DFMT_INDEX32, D3DPOOL_DEFAULT, &ibuffer_, NULL);
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} else {
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DWORD usage = D3DUSAGE_DYNAMIC;
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device->CreateVertexBuffer((UINT)size, usage, 0, D3DPOOL_DEFAULT, &vbuffer_, NULL);
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}
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}
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virtual ~D3D9Buffer() override {
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if (ibuffer_) {
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ibuffer_->Release();
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}
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if (vbuffer_) {
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vbuffer_->Release();
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}
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}
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LPDIRECT3DVERTEXBUFFER9 vbuffer_;
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LPDIRECT3DINDEXBUFFER9 ibuffer_;
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size_t maxSize_;
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};
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Buffer *D3D9Context::CreateBuffer(size_t size, uint32_t usageFlags) {
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return new D3D9Buffer(device_, size, usageFlags);
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}
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void D3D9Context::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size) {
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Crash();
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D3D9Buffer *buf = (D3D9Buffer *)buffer;
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if (!size)
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return;
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if (offset + size > buf->maxSize_) {
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ELOG("Can't SubData with bigger size than buffer was created with");
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return;
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}
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if (buf->vbuffer_) {
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void *ptr;
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HRESULT res = buf->vbuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
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if (!FAILED(res)) {
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memcpy(ptr, data, size);
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buf->vbuffer_->Unlock();
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}
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} else if (buf->ibuffer_) {
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void *ptr;
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HRESULT res = buf->ibuffer_->Lock((UINT)offset, (UINT)size, &ptr, D3DLOCK_DISCARD);
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if (!FAILED(res)) {
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memcpy(ptr, data, size);
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buf->ibuffer_->Unlock();
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}
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}
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}
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void D3D9Pipeline::Apply(LPDIRECT3DDEVICE9 device) {
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@ -153,6 +153,8 @@ static const unsigned short primToGL[] = {
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#endif
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};
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class OpenGLBuffer;
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static const char *glsl_fragment_prelude =
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"#ifdef GL_ES\n"
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"precision mediump float;\n"
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@ -270,56 +272,6 @@ public:
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GLenum frontFace;
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};
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class OpenGLBuffer : public Buffer, GfxResourceHolder {
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public:
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OpenGLBuffer(size_t size, uint32_t flags) {
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glGenBuffers(1, &buffer_);
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target_ = (flags & BufferUsageFlag::INDEXDATA) ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
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usage_ = 0;
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if (flags & BufferUsageFlag::DYNAMIC)
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usage_ = GL_STREAM_DRAW;
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else
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usage_ = GL_STATIC_DRAW;
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totalSize_ = size;
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glBindBuffer(target_, buffer_);
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glBufferData(target_, size, NULL, usage_);
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register_gl_resource_holder(this);
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}
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~OpenGLBuffer() override {
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unregister_gl_resource_holder(this);
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glDeleteBuffers(1, &buffer_);
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}
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void SubData(const uint8_t *data, size_t offset, size_t size) override {
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Bind(0);
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if (size + offset > totalSize_) {
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Crash();
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}
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glBufferSubData(target_, offset, size, data);
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}
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void Bind(int offset) {
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// TODO: Can't support offset using ES 2.0
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glBindBuffer(target_, buffer_);
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}
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void GLLost() override {
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buffer_ = 0;
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}
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void GLRestore() override {
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ILOG("Recreating vertex buffer after gl_restore");
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totalSize_ = 0; // Will cause a new glBufferData call. Should genBuffers again though?
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glGenBuffers(1, &buffer_);
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}
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private:
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GLuint buffer_;
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GLuint target_;
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GLuint usage_;
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size_t totalSize_;
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};
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GLuint ShaderStageToOpenGL(ShaderStage stage) {
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switch (stage) {
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case ShaderStage::VERTEX: return GL_VERTEX_SHADER;
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@ -935,12 +887,60 @@ RasterState *OpenGLContext::CreateRasterState(const RasterStateDesc &desc) {
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return rs;
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}
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class OpenGLBuffer : public Buffer, GfxResourceHolder {
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public:
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OpenGLBuffer(size_t size, uint32_t flags) {
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glGenBuffers(1, &buffer_);
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target_ = (flags & BufferUsageFlag::INDEXDATA) ? GL_ELEMENT_ARRAY_BUFFER : GL_ARRAY_BUFFER;
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usage_ = 0;
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if (flags & BufferUsageFlag::DYNAMIC)
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usage_ = GL_STREAM_DRAW;
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else
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usage_ = GL_STATIC_DRAW;
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totalSize_ = size;
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glBindBuffer(target_, buffer_);
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glBufferData(target_, size, NULL, usage_);
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register_gl_resource_holder(this);
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}
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~OpenGLBuffer() override {
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unregister_gl_resource_holder(this);
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glDeleteBuffers(1, &buffer_);
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}
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void Bind(int offset) {
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// TODO: Can't support offset using ES 2.0
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glBindBuffer(target_, buffer_);
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}
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void GLLost() override {
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buffer_ = 0;
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}
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void GLRestore() override {
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ILOG("Recreating vertex buffer after gl_restore");
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totalSize_ = 0; // Will cause a new glBufferData call. Should genBuffers again though?
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glGenBuffers(1, &buffer_);
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}
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GLuint buffer_;
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GLuint target_;
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GLuint usage_;
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size_t totalSize_;
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};
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Buffer *OpenGLContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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return new OpenGLBuffer(size, usageFlags);
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}
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void OpenGLContext::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size) {
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OpenGLBuffer *buf = (OpenGLBuffer *)buffer;
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buf->Bind(0);
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if (size + offset > buf->totalSize_) {
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Crash();
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}
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glBufferSubData(buf->target_, offset, size, data);
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}
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Pipeline *OpenGLContext::CreateGraphicsPipeline(const PipelineDesc &desc) {
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@ -176,29 +176,6 @@ public:
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}
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};
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// Very simplistic buffer that will simply copy its contents into our "pushbuffer" when it's time to draw,
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// to avoid synchronization issues.
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class VKBuffer : public Buffer {
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public:
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VKBuffer(size_t size, uint32_t flags) : dataSize_(size) {
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data_ = new uint8_t[size];
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}
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~VKBuffer() override {
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delete[] data_;
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}
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void SubData(const uint8_t *data, size_t offset, size_t size) override {
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memcpy(data_, data_ + offset, size);
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}
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size_t GetSize() const { return dataSize_; }
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const uint8_t *GetData() const { return data_; }
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private:
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uint8_t *data_;
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size_t dataSize_;
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};
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VkShaderStageFlagBits StageToVulkan(ShaderStage stage) {
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switch (stage) {
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case ShaderStage::VERTEX: return VK_SHADER_STAGE_VERTEX_BIT;
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@ -320,6 +297,7 @@ private:
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};
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class VKTexture;
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class VKBuffer;
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class VKSamplerState;
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struct DescriptorSetKey {
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@ -1050,12 +1028,31 @@ BlendState *VKContext::CreateBlendState(const BlendStateDesc &desc) {
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return bs;
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}
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// Very simplistic buffer that will simply copy its contents into our "pushbuffer" when it's time to draw,
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// to avoid synchronization issues.
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class VKBuffer : public Buffer {
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public:
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VKBuffer(size_t size, uint32_t flags) : dataSize_(size) {
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data_ = new uint8_t[size];
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}
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~VKBuffer() override {
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delete[] data_;
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}
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size_t GetSize() const { return dataSize_; }
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const uint8_t *GetData() const { return data_; }
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uint8_t *data_;
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size_t dataSize_;
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};
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Buffer *VKContext::CreateBuffer(size_t size, uint32_t usageFlags) {
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return new VKBuffer(size, usageFlags);
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}
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void VKContext::UpdateBuffer(Buffer *buffer, const uint8_t *data, size_t offset, size_t size) {
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Crash();
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VKBuffer *buf = (VKBuffer *)buffer;
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memcpy(buf->data_ + offset, data, size);
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}
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void VKContext::BindTextures(int start, int count, Texture **textures) {
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