// // Copyright (c) 2008-2015 the Urho3D project. // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. // #include "../../Precompiled.h" #include "../../Graphics/Graphics.h" #include "../../Graphics/GraphicsImpl.h" #include "../../Graphics/ConstantBuffer.h" #include "../../IO/Log.h" #include "../../DebugNew.h" namespace Atomic { ConstantBuffer::ConstantBuffer(Context* context) : Object(context), GPUObject(GetSubsystem()) { } ConstantBuffer::~ConstantBuffer() { Release(); } void ConstantBuffer::Release() { if (object_) { if (!graphics_) return; ((ID3D11Buffer*)object_)->Release(); object_ = 0; } shadowData_.Reset(); size_ = 0; } bool ConstantBuffer::SetSize(unsigned size) { Release(); if (!size) { LOGERROR("Can not create zero-sized constant buffer"); return false; } // Round up to next 16 bytes size += 15; size &= 0xfffffff0; size_ = size; dirty_ = false; shadowData_ = new unsigned char[size_]; memset(shadowData_.Get(), 0, size_); if (graphics_) { D3D11_BUFFER_DESC bufferDesc; memset(&bufferDesc, 0, sizeof bufferDesc); bufferDesc.ByteWidth = size_; bufferDesc.BindFlags = D3D11_BIND_CONSTANT_BUFFER; bufferDesc.CPUAccessFlags = 0; bufferDesc.Usage = D3D11_USAGE_DEFAULT; graphics_->GetImpl()->GetDevice()->CreateBuffer(&bufferDesc, 0, (ID3D11Buffer**)&object_); if (!object_) { LOGERROR("Failed to create constant buffer"); return false; } } return true; } void ConstantBuffer::SetParameter(unsigned offset, unsigned size, const void* data) { if (offset + size > size_) return; // Would overflow the buffer memcpy(&shadowData_[offset], data, size); dirty_ = true; } void ConstantBuffer::SetVector3ArrayParameter(unsigned offset, unsigned rows, const void* data) { if (offset + rows * 4 * sizeof(float) > size_) return; // Would overflow the buffer float* dest = (float*)&shadowData_[offset]; const float* src = (const float*)data; while (rows--) { *dest++ = *src++; *dest++ = *src++; *dest++ = *src++; ++dest; // Skip over the w coordinate } dirty_ = true; } void ConstantBuffer::Apply() { if (dirty_ && object_) { graphics_->GetImpl()->GetDeviceContext()->UpdateSubresource((ID3D11Buffer*)object_, 0, 0, shadowData_.Get(), 0, 0); dirty_ = false; } } }