// // Copyright 2013 Pixar // // Licensed under the terms set forth in the LICENSE.txt file available at // https://opensubdiv.org/license. // #include "../osd/cpuD3D11VertexBuffer.h" #include "../far/error.h" #include #include #include namespace OpenSubdiv { namespace OPENSUBDIV_VERSION { namespace Osd { CpuD3D11VertexBuffer::CpuD3D11VertexBuffer(int numElements, int numVertices) : _numElements(numElements), _numVertices(numVertices), _d3d11Buffer(NULL), _cpuBuffer(NULL) { } CpuD3D11VertexBuffer::~CpuD3D11VertexBuffer() { delete[] _cpuBuffer; if (_d3d11Buffer) _d3d11Buffer->Release(); } CpuD3D11VertexBuffer * CpuD3D11VertexBuffer::Create(int numElements, int numVertices, ID3D11DeviceContext *deviceContext) { CpuD3D11VertexBuffer *instance = new CpuD3D11VertexBuffer(numElements, numVertices); ID3D11Device *device; deviceContext->GetDevice(&device); if (instance->allocate(device)) return instance; delete instance; return NULL; } void CpuD3D11VertexBuffer::UpdateData(const float *src, int startVertex, int numVertices, void * /*deviceContext*/) { memcpy(_cpuBuffer + startVertex * _numElements, src, _numElements * numVertices * sizeof(float)); } int CpuD3D11VertexBuffer::GetNumElements() const { return _numElements; } int CpuD3D11VertexBuffer::GetNumVertices() const { return _numVertices; } float* CpuD3D11VertexBuffer::BindCpuBuffer() { return _cpuBuffer; } ID3D11Buffer * CpuD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) { assert(deviceContext); D3D11_MAPPED_SUBRESOURCE resource; HRESULT hr = deviceContext->Map(_d3d11Buffer, 0, D3D11_MAP_WRITE_DISCARD, 0, &resource); if (FAILED(hr)) { Far::Error(Far::FAR_RUNTIME_ERROR, "Fail to map buffer\n"); return NULL; } int size = _numElements * _numVertices * sizeof(float); memcpy(resource.pData, _cpuBuffer, size); deviceContext->Unmap(_d3d11Buffer, 0); return _d3d11Buffer; } bool CpuD3D11VertexBuffer::allocate(ID3D11Device *device) { _cpuBuffer = new float[_numElements * _numVertices]; // XXX: should move this constructor to factory for error handling D3D11_BUFFER_DESC hBufferDesc; hBufferDesc.ByteWidth = _numElements * _numVertices * sizeof(float); hBufferDesc.Usage = D3D11_USAGE_DYNAMIC; hBufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER | D3D11_BIND_SHADER_RESOURCE; hBufferDesc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; hBufferDesc.MiscFlags = 0; hBufferDesc.StructureByteStride = sizeof(float); // XXX ? HRESULT hr; hr = device->CreateBuffer(&hBufferDesc, NULL, &_d3d11Buffer); if (FAILED(hr)) { Far::Error(Far::FAR_RUNTIME_ERROR, "Fail in CreateBuffer\n"); return false; } return true; } } // end namespace Osd } // end namespace OPENSUBDIV_VERSION } // end namespace OpenSubdiv