Danbias/Code/OysterGraphics/Core/Buffer.cpp

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#include "Core.h"
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using namespace Oyster::Graphics;
Core::Buffer::Buffer()
{
mBuffer = NULL;
}
Core::Buffer::~Buffer()
{
SAFE_RELEASE(mBuffer);
}
HRESULT Core::Buffer::Apply(UINT32 misc) const
{
HRESULT hr = S_OK;
switch(mType)
{
case VERTEX_BUFFER:
{
UINT32 vertexSize = mElementSize;
UINT32 offset = 0;
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Core::deviceContext->IASetVertexBuffers(misc, 1, &mBuffer, &vertexSize, &offset );
}
break;
case INDEX_BUFFER:
{
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Core::deviceContext->IASetIndexBuffer(mBuffer, DXGI_FORMAT_R32_UINT, 0);
}
break;
case CONSTANT_BUFFER_VS:
{
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Core::deviceContext->VSSetConstantBuffers(misc, 1, &mBuffer);
}
break;
case CONSTANT_BUFFER_GS:
{
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Core::deviceContext->GSSetConstantBuffers(misc, 1, &mBuffer);
}
break;
case CONSTANT_BUFFER_PS:
{
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Core::deviceContext->PSSetConstantBuffers(misc, 1, &mBuffer);
}
break;
case CONSTANT_BUFFER_CS:
{
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Core::deviceContext->CSSetConstantBuffers(misc,1,&mBuffer);
}
break;
default:
hr = E_FAIL;
break;
};
return hr;
}
HRESULT Core::Buffer::Init(const BUFFER_INIT_DESC& initDesc)
{
D3D11_BUFFER_DESC bufferDesc;
mType = initDesc.Type;
switch(mType)
{
case VERTEX_BUFFER:
{
bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
if(initDesc.Usage == BUFFER_STREAM_OUT_TARGET)
bufferDesc.BindFlags |= D3D11_BIND_STREAM_OUTPUT;
}
break;
case INDEX_BUFFER:
{
bufferDesc.BindFlags = D3D11_BIND_INDEX_BUFFER;
}
break;
case STRUCTURED_BUFFER:
{
bufferDesc.BindFlags = D3D11_BIND_SHADER_RESOURCE;
}
break;
case CONSTANT_BUFFER_CS:
case CONSTANT_BUFFER_VS:
case CONSTANT_BUFFER_GS:
case CONSTANT_BUFFER_PS:
{
bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER;
}
break;
default:
return E_FAIL;
break;
};
mUsage = initDesc.Usage;
mElementSize = initDesc.ElementSize;
mElementCount = initDesc.NumElements;
bufferDesc.CPUAccessFlags = 0;
bufferDesc.Usage = D3D11_USAGE_DEFAULT;
if(mUsage == BUFFER_CPU_READ)
{
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.CPUAccessFlags |= D3D11_CPU_ACCESS_READ;
}
else if(mUsage == BUFFER_CPU_WRITE)
{
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.CPUAccessFlags |= D3D11_CPU_ACCESS_WRITE;
}
else if(mUsage == BUFFER_CPU_WRITE_DISCARD)
{
bufferDesc.Usage = D3D11_USAGE_DYNAMIC;
bufferDesc.CPUAccessFlags |= D3D11_CPU_ACCESS_WRITE;
}
else if(mUsage == BUFFER_USAGE_IMMUTABLE)
{
bufferDesc.Usage = D3D11_USAGE_IMMUTABLE;
bufferDesc.CPUAccessFlags = 0;
}
//Desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
bufferDesc.MiscFlags = 0;
bufferDesc.ByteWidth = initDesc.NumElements * initDesc.ElementSize;
bufferDesc.StructureByteStride=0;
if(mType== STRUCTURED_BUFFER)
{
bufferDesc.MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
bufferDesc.StructureByteStride=initDesc.ElementSize;
}
//set at least 16 bytes
if(bufferDesc.ByteWidth < 16)
bufferDesc.ByteWidth = 16;
HRESULT hr = S_OK;
if(initDesc.InitData)
{
D3D11_SUBRESOURCE_DATA data;
data.pSysMem = initDesc.InitData;
data.SysMemPitch=0;
data.SysMemSlicePitch = 0;
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hr = Core::device->CreateBuffer(&bufferDesc, &data, &mBuffer);
}
else
{
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hr = Core::device->CreateBuffer(&bufferDesc, NULL, &mBuffer);
}
if(FAILED(hr))
{
//MessageBox(NULL, L"Unable to create buffer.", L"Slenda Error", MB_ICONERROR | MB_OK);
}
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else
{
Core::UsedMem += bufferDesc.ByteWidth;
}
return hr;
}
void* Core::Buffer::Map()
{
void* ret = NULL;
if(mUsage == BUFFER_CPU_WRITE || mUsage == BUFFER_CPU_READ || mUsage == BUFFER_CPU_WRITE_DISCARD)
{
D3D11_MAPPED_SUBRESOURCE MappedResource;
UINT32 mapType = 0;
if(mUsage == BUFFER_CPU_READ) mapType = D3D11_MAP_READ;
else if(mUsage == BUFFER_CPU_WRITE) mapType = D3D11_MAP_WRITE;
else if(mUsage == BUFFER_CPU_WRITE_DISCARD) mapType = D3D11_MAP_WRITE_DISCARD;
HRESULT hr = S_OK;
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if(FAILED(hr = Core::deviceContext->Map(
mBuffer,
0,
(D3D11_MAP)mapType,
0,
&MappedResource)))
{
ret = NULL;
}
else
{
ret = MappedResource.pData;
}
}
return ret;
}
void Core::Buffer::Unmap()
{
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Core::deviceContext->Unmap( mBuffer, 0 );
}
Core::Buffer::operator ID3D11Buffer *()
{
return this->mBuffer;
}
Core::Buffer::operator const ID3D11Buffer *() const
{
return this->mBuffer;
}
UINT32 Core::Buffer::GetElementCount()
{
return this->mElementCount;
}
UINT32 Core::Buffer::GetVertexSize()
{
return this->mElementSize;
}
ID3D11Buffer* Core::Buffer::GetBufferPointer()
{
return this->mBuffer;
}