OpenSubdiv/opensubdiv/osd/cpuD3D11VertexBuffer.cpp

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//
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#include "../osd/cpuD3D11VertexBuffer.h"
#include "../osd/error.h"
#include <D3D11.h>
#include <cassert>
#include <string.h>
namespace OpenSubdiv {
namespace OPENSUBDIV_VERSION {
OsdCpuD3D11VertexBuffer::OsdCpuD3D11VertexBuffer(int numElements,
int numVertices,
ID3D11Device *device)
: _numElements(numElements), _numVertices(numVertices),
_d3d11Buffer(NULL), _cpuBuffer(NULL) {
}
OsdCpuD3D11VertexBuffer::~OsdCpuD3D11VertexBuffer() {
delete[] _cpuBuffer;
if (_d3d11Buffer) _d3d11Buffer->Release();
}
OsdCpuD3D11VertexBuffer *
OsdCpuD3D11VertexBuffer::Create(int numElements, int numVertices, ID3D11Device *device) {
OsdCpuD3D11VertexBuffer *instance =
new OsdCpuD3D11VertexBuffer(numElements, numVertices, device);
if (instance->allocate(device)) return instance;
delete instance;
return NULL;
}
void
OsdCpuD3D11VertexBuffer::UpdateData(const float *src, int numVertices,
void *param) {
memcpy(_cpuBuffer, src, _numElements * numVertices * sizeof(float));
}
int
OsdCpuD3D11VertexBuffer::GetNumElements() const {
return _numElements;
}
int
OsdCpuD3D11VertexBuffer::GetNumVertices() const {
return _numVertices;
}
float*
OsdCpuD3D11VertexBuffer::BindCpuBuffer() {
return _cpuBuffer;
}
ID3D11Buffer *
OsdCpuD3D11VertexBuffer::BindD3D11Buffer(ID3D11DeviceContext *deviceContext) {
assert(deviceContext);
D3D11_MAPPED_SUBRESOURCE resource;
HRESULT hr = deviceContext->Map(_d3d11Buffer, 0,
D3D11_MAP_WRITE_DISCARD, 0, &resource);
if (FAILED(hr)) {
OsdError(OSD_D3D11_BUFFER_MAP_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
OsdCpuD3D11VertexBuffer::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)) {
OsdError(OSD_D3D11_VERTEX_BUFFER_CREATE_ERROR,
"Fail in CreateBuffer\n");
return false;
}
return true;
}
} // end namespace OPENSUBDIV_VERSION
} // end namespace OpenSubdiv