dx8vertexbuffer.cpp 27 KB

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  1. /*
  2. ** Command & Conquer Generals(tm)
  3. ** Copyright 2025 Electronic Arts Inc.
  4. **
  5. ** This program is free software: you can redistribute it and/or modify
  6. ** it under the terms of the GNU General Public License as published by
  7. ** the Free Software Foundation, either version 3 of the License, or
  8. ** (at your option) any later version.
  9. **
  10. ** This program is distributed in the hope that it will be useful,
  11. ** but WITHOUT ANY WARRANTY; without even the implied warranty of
  12. ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
  13. ** GNU General Public License for more details.
  14. **
  15. ** You should have received a copy of the GNU General Public License
  16. ** along with this program. If not, see <http://www.gnu.org/licenses/>.
  17. */
  18. /***********************************************************************************************
  19. *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
  20. ***********************************************************************************************
  21. * *
  22. * Project Name : ww3d *
  23. * *
  24. * $Archive:: /Commando/Code/ww3d2/dx8vertexbuffer.cpp $*
  25. * *
  26. * Original Author:: Jani Penttinen *
  27. * *
  28. * $Author:: Jani_p $*
  29. * *
  30. * $Modtime:: 7/10/01 1:33p $*
  31. * *
  32. * $Revision:: 34 $*
  33. * *
  34. *---------------------------------------------------------------------------------------------*
  35. * Functions: *
  36. * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
  37. //#define VERTEX_BUFFER_LOG
  38. #include "dx8vertexbuffer.h"
  39. #include "dx8wrapper.h"
  40. #include "dx8fvf.h"
  41. #include "dx8caps.h"
  42. #include "thread.h"
  43. #include <D3dx8core.h>
  44. #define DEFAULT_VB_SIZE 5000
  45. static bool _DynamicSortingVertexArrayInUse=false;
  46. //static VertexFormatXYZNDUV2* _DynamicSortingVertexArray=NULL;
  47. static SortingVertexBufferClass* _DynamicSortingVertexArray=NULL;
  48. static unsigned short _DynamicSortingVertexArraySize=0;
  49. static unsigned short _DynamicSortingVertexArrayOffset=0;
  50. static bool _DynamicDX8VertexBufferInUse=false;
  51. static DX8VertexBufferClass* _DynamicDX8VertexBuffer=NULL;
  52. static unsigned short _DynamicDX8VertexBufferSize=DEFAULT_VB_SIZE;
  53. static unsigned short _DynamicDX8VertexBufferOffset=0;
  54. static const FVFInfoClass _DynamicFVFInfo(dynamic_fvf_type);
  55. static int _DX8VertexBufferCount=0;
  56. static int _VertexBufferCount;
  57. static int _VertexBufferTotalVertices;
  58. static int _VertexBufferTotalSize;
  59. // ----------------------------------------------------------------------------
  60. //
  61. //
  62. //
  63. // ----------------------------------------------------------------------------
  64. VertexBufferClass::VertexBufferClass(unsigned type_, unsigned FVF, unsigned short vertex_count_)
  65. :
  66. VertexCount(vertex_count_),
  67. type(type_),
  68. engine_refs(0)
  69. {
  70. WWASSERT(VertexCount);
  71. WWASSERT(type==BUFFER_TYPE_DX8 || type==BUFFER_TYPE_SORTING);
  72. fvf_info=W3DNEW FVFInfoClass(FVF);
  73. _VertexBufferCount++;
  74. _VertexBufferTotalVertices+=VertexCount;
  75. _VertexBufferTotalSize+=VertexCount*fvf_info->Get_FVF_Size();
  76. #ifdef VERTEX_BUFFER_LOG
  77. WWDEBUG_SAY(("New VB, %d vertices, size %d bytes\n",VertexCount,VertexCount*fvf_info->Get_FVF_Size()));
  78. WWDEBUG_SAY(("Total VB count: %d, total %d vertices, total size %d bytes\n",
  79. _VertexBufferCount,
  80. _VertexBufferTotalVertices,
  81. _VertexBufferTotalSize));
  82. #endif
  83. }
  84. // ----------------------------------------------------------------------------
  85. VertexBufferClass::~VertexBufferClass()
  86. {
  87. _VertexBufferCount--;
  88. _VertexBufferTotalVertices-=VertexCount;
  89. _VertexBufferTotalSize-=VertexCount*fvf_info->Get_FVF_Size();
  90. #ifdef VERTEX_BUFFER_LOG
  91. WWDEBUG_SAY(("Delete VB, %d vertices, size %d bytes\n",VertexCount,VertexCount*fvf_info->Get_FVF_Size()));
  92. WWDEBUG_SAY(("Total VB count: %d, total %d vertices, total size %d bytes\n",
  93. _VertexBufferCount,
  94. _VertexBufferTotalVertices,
  95. _VertexBufferTotalSize));
  96. #endif
  97. delete fvf_info;
  98. }
  99. unsigned VertexBufferClass::Get_Total_Buffer_Count()
  100. {
  101. return _VertexBufferCount;
  102. }
  103. unsigned VertexBufferClass::Get_Total_Allocated_Vertices()
  104. {
  105. return _VertexBufferTotalVertices;
  106. }
  107. unsigned VertexBufferClass::Get_Total_Allocated_Memory()
  108. {
  109. return _VertexBufferTotalSize;
  110. }
  111. // ----------------------------------------------------------------------------
  112. void VertexBufferClass::Add_Engine_Ref() const
  113. {
  114. engine_refs++;
  115. }
  116. // ----------------------------------------------------------------------------
  117. void VertexBufferClass::Release_Engine_Ref() const
  118. {
  119. engine_refs--;
  120. WWASSERT(engine_refs>=0);
  121. }
  122. // ----------------------------------------------------------------------------
  123. //
  124. //
  125. //
  126. // ----------------------------------------------------------------------------
  127. VertexBufferClass::WriteLockClass::WriteLockClass(VertexBufferClass* VertexBuffer)
  128. :
  129. VertexBufferLockClass(VertexBuffer)
  130. {
  131. DX8_THREAD_ASSERT();
  132. WWASSERT(VertexBuffer);
  133. WWASSERT(!VertexBuffer->Engine_Refs());
  134. VertexBuffer->Add_Ref();
  135. switch (VertexBuffer->Type()) {
  136. case BUFFER_TYPE_DX8:
  137. #ifdef VERTEX_BUFFER_LOG
  138. {
  139. StringClass fvf_name;
  140. VertexBuffer->FVF_Info().Get_FVF_Name(fvf_name);
  141. WWDEBUG_SAY(("VertexBuffer->Lock(start_index: 0, index_range: 0(%d), fvf_size: %d, fvf: %s)\n",
  142. VertexBuffer->Get_Vertex_Count(),
  143. VertexBuffer->FVF_Info().Get_FVF_Size(),
  144. fvf_name));
  145. }
  146. #endif
  147. DX8_Assert();
  148. DX8_ErrorCode(static_cast<DX8VertexBufferClass*>(VertexBuffer)->Get_DX8_Vertex_Buffer()->Lock(
  149. 0,
  150. 0,
  151. (unsigned char**)&Vertices,
  152. 0)); // Default (no) flags
  153. break;
  154. case BUFFER_TYPE_SORTING:
  155. Vertices=static_cast<SortingVertexBufferClass*>(VertexBuffer)->VertexBuffer;
  156. break;
  157. default:
  158. WWASSERT(0);
  159. break;
  160. }
  161. }
  162. // ----------------------------------------------------------------------------
  163. VertexBufferClass::WriteLockClass::~WriteLockClass()
  164. {
  165. DX8_THREAD_ASSERT();
  166. switch (VertexBuffer->Type()) {
  167. case BUFFER_TYPE_DX8:
  168. #ifdef VERTEX_BUFFER_LOG
  169. WWDEBUG_SAY(("VertexBuffer->Unlock()\n"));
  170. #endif
  171. DX8_Assert();
  172. DX8_ErrorCode(static_cast<DX8VertexBufferClass*>(VertexBuffer)->Get_DX8_Vertex_Buffer()->Unlock());
  173. break;
  174. case BUFFER_TYPE_SORTING:
  175. break;
  176. default:
  177. WWASSERT(0);
  178. break;
  179. }
  180. VertexBuffer->Release_Ref();
  181. }
  182. // ----------------------------------------------------------------------------
  183. //
  184. //
  185. //
  186. // ----------------------------------------------------------------------------
  187. VertexBufferClass::AppendLockClass::AppendLockClass(VertexBufferClass* VertexBuffer,unsigned start_index, unsigned index_range)
  188. :
  189. VertexBufferLockClass(VertexBuffer)
  190. {
  191. DX8_THREAD_ASSERT();
  192. WWASSERT(VertexBuffer);
  193. WWASSERT(!VertexBuffer->Engine_Refs());
  194. WWASSERT(start_index+index_range<=VertexBuffer->Get_Vertex_Count());
  195. VertexBuffer->Add_Ref();
  196. switch (VertexBuffer->Type()) {
  197. case BUFFER_TYPE_DX8:
  198. #ifdef VERTEX_BUFFER_LOG
  199. {
  200. StringClass fvf_name;
  201. VertexBuffer->FVF_Info().Get_FVF_Name(fvf_name);
  202. WWDEBUG_SAY(("VertexBuffer->Lock(start_index: %d, index_range: %d, fvf_size: %d, fvf: %s)\n",
  203. start_index,
  204. index_range,
  205. VertexBuffer->FVF_Info().Get_FVF_Size(),
  206. fvf_name));
  207. }
  208. #endif
  209. DX8_Assert();
  210. DX8_ErrorCode(static_cast<DX8VertexBufferClass*>(VertexBuffer)->Get_DX8_Vertex_Buffer()->Lock(
  211. start_index*VertexBuffer->FVF_Info().Get_FVF_Size(),
  212. index_range*VertexBuffer->FVF_Info().Get_FVF_Size(),
  213. (unsigned char**)&Vertices,
  214. 0)); // Default (no) flags
  215. break;
  216. case BUFFER_TYPE_SORTING:
  217. Vertices=static_cast<SortingVertexBufferClass*>(VertexBuffer)->VertexBuffer+start_index;
  218. break;
  219. default:
  220. WWASSERT(0);
  221. break;
  222. }
  223. }
  224. // ----------------------------------------------------------------------------
  225. VertexBufferClass::AppendLockClass::~AppendLockClass()
  226. {
  227. DX8_THREAD_ASSERT();
  228. switch (VertexBuffer->Type()) {
  229. case BUFFER_TYPE_DX8:
  230. DX8_Assert();
  231. #ifdef VERTEX_BUFFER_LOG
  232. WWDEBUG_SAY(("VertexBuffer->Unlock()\n"));
  233. #endif
  234. DX8_ErrorCode(static_cast<DX8VertexBufferClass*>(VertexBuffer)->Get_DX8_Vertex_Buffer()->Unlock());
  235. break;
  236. case BUFFER_TYPE_SORTING:
  237. break;
  238. default:
  239. WWASSERT(0);
  240. break;
  241. }
  242. VertexBuffer->Release_Ref();
  243. }
  244. // ----------------------------------------------------------------------------
  245. //
  246. //
  247. //
  248. // ----------------------------------------------------------------------------
  249. SortingVertexBufferClass::SortingVertexBufferClass(unsigned short VertexCount)
  250. :
  251. VertexBufferClass(BUFFER_TYPE_SORTING, dynamic_fvf_type, VertexCount)
  252. {
  253. VertexBuffer=W3DNEWARRAY VertexFormatXYZNDUV2[VertexCount];
  254. }
  255. // ----------------------------------------------------------------------------
  256. SortingVertexBufferClass::~SortingVertexBufferClass()
  257. {
  258. delete[] VertexBuffer;
  259. }
  260. // ----------------------------------------------------------------------------
  261. //
  262. //
  263. //
  264. // ----------------------------------------------------------------------------
  265. // bool dynamic=false,bool softwarevp=false);
  266. DX8VertexBufferClass::DX8VertexBufferClass(unsigned FVF, unsigned short vertex_count_, UsageType usage)
  267. :
  268. VertexBufferClass(BUFFER_TYPE_DX8, FVF, vertex_count_),
  269. VertexBuffer(NULL)
  270. {
  271. Create_Vertex_Buffer(usage);
  272. }
  273. // ----------------------------------------------------------------------------
  274. DX8VertexBufferClass::DX8VertexBufferClass(
  275. const Vector3* vertices,
  276. const Vector3* normals,
  277. const Vector2* tex_coords,
  278. unsigned short VertexCount,
  279. UsageType usage)
  280. :
  281. VertexBufferClass(BUFFER_TYPE_DX8, D3DFVF_XYZ|D3DFVF_TEX1|D3DFVF_NORMAL, VertexCount),
  282. VertexBuffer(NULL)
  283. {
  284. WWASSERT(vertices);
  285. WWASSERT(normals);
  286. WWASSERT(tex_coords);
  287. Create_Vertex_Buffer(usage);
  288. Copy(vertices,normals,tex_coords,0,VertexCount);
  289. }
  290. // ----------------------------------------------------------------------------
  291. DX8VertexBufferClass::DX8VertexBufferClass(
  292. const Vector3* vertices,
  293. const Vector3* normals,
  294. const Vector4* diffuse,
  295. const Vector2* tex_coords,
  296. unsigned short VertexCount,
  297. UsageType usage)
  298. :
  299. VertexBufferClass(BUFFER_TYPE_DX8, D3DFVF_XYZ|D3DFVF_TEX1|D3DFVF_NORMAL|D3DFVF_DIFFUSE, VertexCount),
  300. VertexBuffer(NULL)
  301. {
  302. WWASSERT(vertices);
  303. WWASSERT(normals);
  304. WWASSERT(tex_coords);
  305. WWASSERT(diffuse);
  306. Create_Vertex_Buffer(usage);
  307. Copy(vertices,normals,tex_coords,diffuse,0,VertexCount);
  308. }
  309. // ----------------------------------------------------------------------------
  310. DX8VertexBufferClass::DX8VertexBufferClass(
  311. const Vector3* vertices,
  312. const Vector4* diffuse,
  313. const Vector2* tex_coords,
  314. unsigned short VertexCount,
  315. UsageType usage)
  316. :
  317. VertexBufferClass(BUFFER_TYPE_DX8, D3DFVF_XYZ|D3DFVF_TEX1|D3DFVF_DIFFUSE, VertexCount),
  318. VertexBuffer(NULL)
  319. {
  320. WWASSERT(vertices);
  321. WWASSERT(tex_coords);
  322. WWASSERT(diffuse);
  323. Create_Vertex_Buffer(usage);
  324. Copy(vertices,tex_coords,diffuse,0,VertexCount);
  325. }
  326. // ----------------------------------------------------------------------------
  327. DX8VertexBufferClass::DX8VertexBufferClass(
  328. const Vector3* vertices,
  329. const Vector2* tex_coords,
  330. unsigned short VertexCount,
  331. UsageType usage)
  332. :
  333. VertexBufferClass(BUFFER_TYPE_DX8, D3DFVF_XYZ|D3DFVF_TEX1, VertexCount),
  334. VertexBuffer(NULL)
  335. {
  336. WWASSERT(vertices);
  337. WWASSERT(tex_coords);
  338. Create_Vertex_Buffer(usage);
  339. Copy(vertices,tex_coords,0,VertexCount);
  340. }
  341. // ----------------------------------------------------------------------------
  342. DX8VertexBufferClass::~DX8VertexBufferClass()
  343. {
  344. #ifdef VERTEX_BUFFER_LOG
  345. WWDEBUG_SAY(("VertexBuffer->Release()\n"));
  346. _DX8VertexBufferCount--;
  347. WWDEBUG_SAY(("Current vertex buffer count: %d\n",_DX8VertexBufferCount));
  348. #endif
  349. VertexBuffer->Release();
  350. }
  351. // ----------------------------------------------------------------------------
  352. //
  353. //
  354. //
  355. // ----------------------------------------------------------------------------
  356. void DX8VertexBufferClass::Create_Vertex_Buffer(UsageType usage)
  357. {
  358. DX8_THREAD_ASSERT();
  359. WWASSERT(!VertexBuffer);
  360. #ifdef VERTEX_BUFFER_LOG
  361. StringClass fvf_name;
  362. FVF_Info().Get_FVF_Name(fvf_name);
  363. WWDEBUG_SAY(("CreateVertexBuffer(fvfsize=%d, vertex_count=%d, D3DUSAGE_WRITEONLY|%s|%s, fvf: %s, %s)\n",
  364. FVF_Info().Get_FVF_Size(),
  365. VertexCount,
  366. usage&USAGE_DYNAMIC ? "D3DUSAGE_DYNAMIC" : "-",
  367. usage&USAGE_SOFTWAREPROCESSING ? "D3DUSAGE_SOFTWAREPROCESSING" : "-",
  368. fvf_name,
  369. dynamic ? "D3DPOOL_DEFAULT" : "D3DPOOL_MANAGED"));
  370. _DX8VertexBufferCount++;
  371. WWDEBUG_SAY(("Current vertex buffer count: %d\n",_DX8VertexBufferCount));
  372. #endif
  373. unsigned usage_flags=
  374. D3DUSAGE_WRITEONLY|
  375. ((usage&USAGE_DYNAMIC) ? D3DUSAGE_DYNAMIC : 0)|
  376. ((usage&USAGE_NPATCHES) ? D3DUSAGE_NPATCHES : 0)|
  377. ((usage&USAGE_SOFTWAREPROCESSING) ? D3DUSAGE_SOFTWAREPROCESSING : 0);
  378. // New Code
  379. if (!DX8Caps::Use_TnL()) {
  380. usage_flags|=D3DUSAGE_SOFTWAREPROCESSING;
  381. }
  382. HRESULT ret=DX8Wrapper::_Get_D3D_Device8()->CreateVertexBuffer(
  383. FVF_Info().Get_FVF_Size()*VertexCount,
  384. usage_flags,
  385. FVF_Info().Get_FVF(),
  386. (usage&USAGE_DYNAMIC) ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED,
  387. &VertexBuffer);
  388. if (SUCCEEDED(ret)) {
  389. return;
  390. }
  391. WWDEBUG_SAY(("Vertex buffer creation failed, trying to release assets...\n"));
  392. // Vertex buffer creation failed. Must be out of memory. Try releasing all our D3D assets and re-creating
  393. // them.
  394. // Invalidate the mesh cache
  395. WW3D::_Invalidate_Mesh_Cache();
  396. //@todo: Find some way to invalidate the textures too
  397. ret = DX8Wrapper::_Get_D3D_Device8()->ResourceManagerDiscardBytes(0);
  398. // Try again...
  399. ret=DX8Wrapper::_Get_D3D_Device8()->CreateVertexBuffer(
  400. FVF_Info().Get_FVF_Size()*VertexCount,
  401. usage_flags,
  402. FVF_Info().Get_FVF(),
  403. (usage&USAGE_DYNAMIC) ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED,
  404. &VertexBuffer);
  405. if (SUCCEEDED(ret)) {
  406. WWDEBUG_SAY(("...Vertex buffer creation succesful\n"));
  407. }
  408. // If it still fails it is fatal
  409. DX8_ErrorCode(ret);
  410. /* Old Code
  411. DX8CALL(CreateVertexBuffer(
  412. FVF_Info().Get_FVF_Size()*VertexCount,
  413. usage_flags,
  414. FVF_Info().Get_FVF(),
  415. (usage&USAGE_DYNAMIC) ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED,
  416. &VertexBuffer));
  417. */
  418. }
  419. // ----------------------------------------------------------------------------
  420. void DX8VertexBufferClass::Copy(const Vector3* loc, const Vector3* norm, const Vector2* uv, unsigned first_vertex,unsigned count)
  421. {
  422. WWASSERT(loc);
  423. WWASSERT(norm);
  424. WWASSERT(uv);
  425. WWASSERT(count<=VertexCount);
  426. WWASSERT(FVF_Info().Get_FVF()==DX8_FVF_XYZNUV1);
  427. if (first_vertex) {
  428. VertexBufferClass::AppendLockClass l(this,first_vertex,count);
  429. VertexFormatXYZNUV1* verts=(VertexFormatXYZNUV1*)l.Get_Vertex_Array();
  430. for (unsigned v=0;v<count;++v) {
  431. verts[v].x=(*loc)[0];
  432. verts[v].y=(*loc)[1];
  433. verts[v].z=(*loc++)[2];
  434. verts[v].nx=(*norm)[0];
  435. verts[v].ny=(*norm)[1];
  436. verts[v].nz=(*norm++)[2];
  437. verts[v].u1=(*uv)[0];
  438. verts[v].v1=(*uv++)[1];
  439. }
  440. }
  441. else {
  442. VertexBufferClass::WriteLockClass l(this);
  443. VertexFormatXYZNUV1* verts=(VertexFormatXYZNUV1*)l.Get_Vertex_Array();
  444. for (unsigned v=0;v<count;++v) {
  445. verts[v].x=(*loc)[0];
  446. verts[v].y=(*loc)[1];
  447. verts[v].z=(*loc++)[2];
  448. verts[v].nx=(*norm)[0];
  449. verts[v].ny=(*norm)[1];
  450. verts[v].nz=(*norm++)[2];
  451. verts[v].u1=(*uv)[0];
  452. verts[v].v1=(*uv++)[1];
  453. }
  454. }
  455. }
  456. // ----------------------------------------------------------------------------
  457. void DX8VertexBufferClass::Copy(const Vector3* loc, unsigned first_vertex, unsigned count)
  458. {
  459. WWASSERT(loc);
  460. WWASSERT(count<=VertexCount);
  461. WWASSERT(FVF_Info().Get_FVF()==DX8_FVF_XYZ);
  462. if (first_vertex) {
  463. VertexBufferClass::AppendLockClass l(this,first_vertex,count);
  464. VertexFormatXYZ* verts=(VertexFormatXYZ*)l.Get_Vertex_Array();
  465. for (unsigned v=0;v<count;++v) {
  466. verts[v].x=(*loc)[0];
  467. verts[v].y=(*loc)[1];
  468. verts[v].z=(*loc++)[2];
  469. }
  470. }
  471. else {
  472. VertexBufferClass::WriteLockClass l(this);
  473. VertexFormatXYZ* verts=(VertexFormatXYZ*)l.Get_Vertex_Array();
  474. for (unsigned v=0;v<count;++v) {
  475. verts[v].x=(*loc)[0];
  476. verts[v].y=(*loc)[1];
  477. verts[v].z=(*loc++)[2];
  478. }
  479. }
  480. }
  481. // ----------------------------------------------------------------------------
  482. void DX8VertexBufferClass::Copy(const Vector3* loc, const Vector2* uv, unsigned first_vertex, unsigned count)
  483. {
  484. WWASSERT(loc);
  485. WWASSERT(uv);
  486. WWASSERT(count<=VertexCount);
  487. WWASSERT(FVF_Info().Get_FVF()==DX8_FVF_XYZUV1);
  488. if (first_vertex) {
  489. VertexBufferClass::AppendLockClass l(this,first_vertex,count);
  490. VertexFormatXYZUV1* verts=(VertexFormatXYZUV1*)l.Get_Vertex_Array();
  491. for (unsigned v=0;v<count;++v) {
  492. verts[v].x=(*loc)[0];
  493. verts[v].y=(*loc)[1];
  494. verts[v].z=(*loc++)[2];
  495. verts[v].u1=(*uv)[0];
  496. verts[v].v1=(*uv++)[1];
  497. }
  498. }
  499. else {
  500. VertexBufferClass::WriteLockClass l(this);
  501. VertexFormatXYZUV1* verts=(VertexFormatXYZUV1*)l.Get_Vertex_Array();
  502. for (unsigned v=0;v<count;++v) {
  503. verts[v].x=(*loc)[0];
  504. verts[v].y=(*loc)[1];
  505. verts[v].z=(*loc++)[2];
  506. verts[v].u1=(*uv)[0];
  507. verts[v].v1=(*uv++)[1];
  508. }
  509. }
  510. }
  511. // ----------------------------------------------------------------------------
  512. void DX8VertexBufferClass::Copy(const Vector3* loc, const Vector3* norm, unsigned first_vertex, unsigned count)
  513. {
  514. WWASSERT(loc);
  515. WWASSERT(norm);
  516. WWASSERT(count<=VertexCount);
  517. WWASSERT(FVF_Info().Get_FVF()==DX8_FVF_XYZN);
  518. if (first_vertex) {
  519. VertexBufferClass::AppendLockClass l(this,first_vertex,count);
  520. VertexFormatXYZN* verts=(VertexFormatXYZN*)l.Get_Vertex_Array();
  521. for (unsigned v=0;v<count;++v) {
  522. verts[v].x=(*loc)[0];
  523. verts[v].y=(*loc)[1];
  524. verts[v].z=(*loc++)[2];
  525. verts[v].nx=(*norm)[0];
  526. verts[v].ny=(*norm)[1];
  527. verts[v].nz=(*norm++)[2];
  528. }
  529. }
  530. else {
  531. VertexBufferClass::WriteLockClass l(this);
  532. VertexFormatXYZN* verts=(VertexFormatXYZN*)l.Get_Vertex_Array();
  533. for (unsigned v=0;v<count;++v) {
  534. verts[v].x=(*loc)[0];
  535. verts[v].y=(*loc)[1];
  536. verts[v].z=(*loc++)[2];
  537. verts[v].nx=(*norm)[0];
  538. verts[v].ny=(*norm)[1];
  539. verts[v].nz=(*norm++)[2];
  540. }
  541. }
  542. }
  543. // ----------------------------------------------------------------------------
  544. void DX8VertexBufferClass::Copy(const Vector3* loc, const Vector3* norm, const Vector2* uv, const Vector4* diffuse, unsigned first_vertex, unsigned count)
  545. {
  546. WWASSERT(loc);
  547. WWASSERT(norm);
  548. WWASSERT(uv);
  549. WWASSERT(diffuse);
  550. WWASSERT(count<=VertexCount);
  551. WWASSERT(FVF_Info().Get_FVF()==DX8_FVF_XYZNDUV1);
  552. if (first_vertex) {
  553. VertexBufferClass::AppendLockClass l(this,first_vertex,count);
  554. VertexFormatXYZNDUV1* verts=(VertexFormatXYZNDUV1*)l.Get_Vertex_Array();
  555. for (unsigned v=0;v<count;++v) {
  556. verts[v].x=(*loc)[0];
  557. verts[v].y=(*loc)[1];
  558. verts[v].z=(*loc++)[2];
  559. verts[v].nx=(*norm)[0];
  560. verts[v].ny=(*norm)[1];
  561. verts[v].nz=(*norm++)[2];
  562. verts[v].u1=(*uv)[0];
  563. verts[v].v1=(*uv++)[1];
  564. verts[v].diffuse=DX8Wrapper::Convert_Color(diffuse[v]);
  565. }
  566. }
  567. else {
  568. VertexBufferClass::WriteLockClass l(this);
  569. VertexFormatXYZNDUV1* verts=(VertexFormatXYZNDUV1*)l.Get_Vertex_Array();
  570. for (unsigned v=0;v<count;++v) {
  571. verts[v].x=(*loc)[0];
  572. verts[v].y=(*loc)[1];
  573. verts[v].z=(*loc++)[2];
  574. verts[v].nx=(*norm)[0];
  575. verts[v].ny=(*norm)[1];
  576. verts[v].nz=(*norm++)[2];
  577. verts[v].u1=(*uv)[0];
  578. verts[v].v1=(*uv++)[1];
  579. verts[v].diffuse=DX8Wrapper::Convert_Color(diffuse[v]);
  580. }
  581. }
  582. }
  583. // ----------------------------------------------------------------------------
  584. void DX8VertexBufferClass::Copy(const Vector3* loc, const Vector2* uv, const Vector4* diffuse, unsigned first_vertex, unsigned count)
  585. {
  586. WWASSERT(loc);
  587. WWASSERT(uv);
  588. WWASSERT(diffuse);
  589. WWASSERT(count<=VertexCount);
  590. WWASSERT(FVF_Info().Get_FVF()==DX8_FVF_XYZDUV1);
  591. if (first_vertex) {
  592. VertexBufferClass::AppendLockClass l(this,first_vertex,count);
  593. VertexFormatXYZDUV1* verts=(VertexFormatXYZDUV1*)l.Get_Vertex_Array();
  594. for (unsigned v=0;v<count;++v) {
  595. verts[v].x=(*loc)[0];
  596. verts[v].y=(*loc)[1];
  597. verts[v].z=(*loc++)[2];
  598. verts[v].u1=(*uv)[0];
  599. verts[v].v1=(*uv++)[1];
  600. verts[v].diffuse=DX8Wrapper::Convert_Color(diffuse[v]);
  601. }
  602. }
  603. else {
  604. VertexBufferClass::WriteLockClass l(this);
  605. VertexFormatXYZDUV1* verts=(VertexFormatXYZDUV1*)l.Get_Vertex_Array();
  606. for (unsigned v=0;v<count;++v) {
  607. verts[v].x=(*loc)[0];
  608. verts[v].y=(*loc)[1];
  609. verts[v].z=(*loc++)[2];
  610. verts[v].u1=(*uv)[0];
  611. verts[v].v1=(*uv++)[1];
  612. verts[v].diffuse=DX8Wrapper::Convert_Color(diffuse[v]);
  613. }
  614. }
  615. }
  616. // ----------------------------------------------------------------------------
  617. //
  618. //
  619. //
  620. // ----------------------------------------------------------------------------
  621. DynamicVBAccessClass::DynamicVBAccessClass(unsigned t,unsigned fvf,unsigned short vertex_count_)
  622. :
  623. Type(t),
  624. FVFInfo(_DynamicFVFInfo),
  625. VertexCount(vertex_count_),
  626. VertexBuffer(0)
  627. {
  628. WWASSERT(fvf==dynamic_fvf_type);
  629. WWASSERT(Type==BUFFER_TYPE_DYNAMIC_DX8 || Type==BUFFER_TYPE_DYNAMIC_SORTING);
  630. if (Type==BUFFER_TYPE_DYNAMIC_DX8) {
  631. Allocate_DX8_Dynamic_Buffer();
  632. }
  633. else {
  634. Allocate_Sorting_Dynamic_Buffer();
  635. }
  636. }
  637. DynamicVBAccessClass::~DynamicVBAccessClass()
  638. {
  639. if (Type==BUFFER_TYPE_DYNAMIC_DX8) {
  640. _DynamicDX8VertexBufferInUse=false;
  641. _DynamicDX8VertexBufferOffset+=(unsigned) VertexCount;
  642. }
  643. else {
  644. _DynamicSortingVertexArrayInUse=false;
  645. _DynamicSortingVertexArrayOffset+=VertexCount;
  646. }
  647. REF_PTR_RELEASE (VertexBuffer);
  648. }
  649. // ----------------------------------------------------------------------------
  650. void DynamicVBAccessClass::_Deinit()
  651. {
  652. WWASSERT ((_DynamicDX8VertexBuffer == NULL) || (_DynamicDX8VertexBuffer->Num_Refs() == 1));
  653. REF_PTR_RELEASE(_DynamicDX8VertexBuffer);
  654. _DynamicDX8VertexBufferInUse=false;
  655. _DynamicDX8VertexBufferSize=DEFAULT_VB_SIZE;
  656. _DynamicDX8VertexBufferOffset=0;
  657. WWASSERT ((_DynamicSortingVertexArray == NULL) || (_DynamicSortingVertexArray->Num_Refs() == 1));
  658. REF_PTR_RELEASE(_DynamicSortingVertexArray);
  659. WWASSERT(!_DynamicSortingVertexArrayInUse);
  660. _DynamicSortingVertexArrayInUse=false;
  661. _DynamicSortingVertexArraySize=0;
  662. _DynamicSortingVertexArrayOffset=0;
  663. }
  664. void DynamicVBAccessClass::Allocate_DX8_Dynamic_Buffer()
  665. {
  666. WWASSERT(!_DynamicDX8VertexBufferInUse);
  667. _DynamicDX8VertexBufferInUse=true;
  668. // If requesting more vertices than dynamic vertex buffer can fit, delete the vb
  669. // and adjust the size to the new count.
  670. if (VertexCount>_DynamicDX8VertexBufferSize) {
  671. REF_PTR_RELEASE(_DynamicDX8VertexBuffer);
  672. _DynamicDX8VertexBufferSize=VertexCount;
  673. if (_DynamicDX8VertexBufferSize<DEFAULT_VB_SIZE) _DynamicDX8VertexBufferSize=DEFAULT_VB_SIZE;
  674. }
  675. // Create a new vb if one doesn't exist currently
  676. if (!_DynamicDX8VertexBuffer) {
  677. unsigned usage=DX8VertexBufferClass::USAGE_DYNAMIC;
  678. if (DX8Caps::Support_NPatches()) {
  679. usage|=DX8VertexBufferClass::USAGE_NPATCHES;
  680. }
  681. _DynamicDX8VertexBuffer=NEW_REF(DX8VertexBufferClass,(
  682. dynamic_fvf_type,
  683. _DynamicDX8VertexBufferSize,
  684. (DX8VertexBufferClass::UsageType)usage));
  685. _DynamicDX8VertexBufferOffset=0;
  686. }
  687. // Any room at the end of the buffer?
  688. if (((unsigned)VertexCount+_DynamicDX8VertexBufferOffset)>_DynamicDX8VertexBufferSize) {
  689. _DynamicDX8VertexBufferOffset=0;
  690. }
  691. REF_PTR_SET(VertexBuffer,_DynamicDX8VertexBuffer);
  692. VertexBufferOffset=_DynamicDX8VertexBufferOffset;
  693. }
  694. void DynamicVBAccessClass::Allocate_Sorting_Dynamic_Buffer()
  695. {
  696. WWASSERT(!_DynamicSortingVertexArrayInUse);
  697. _DynamicSortingVertexArrayInUse=true;
  698. unsigned new_vertex_count=_DynamicSortingVertexArrayOffset+VertexCount;
  699. WWASSERT(new_vertex_count<65536);
  700. if (new_vertex_count>_DynamicSortingVertexArraySize) {
  701. REF_PTR_RELEASE(_DynamicSortingVertexArray);
  702. _DynamicSortingVertexArraySize=new_vertex_count;
  703. if (_DynamicSortingVertexArraySize<DEFAULT_VB_SIZE) _DynamicSortingVertexArraySize=DEFAULT_VB_SIZE;
  704. }
  705. if (!_DynamicSortingVertexArray) {
  706. _DynamicSortingVertexArray=NEW_REF(SortingVertexBufferClass,(_DynamicSortingVertexArraySize));
  707. _DynamicSortingVertexArrayOffset=0;
  708. }
  709. REF_PTR_SET(VertexBuffer,_DynamicSortingVertexArray);
  710. VertexBufferOffset=_DynamicSortingVertexArrayOffset;
  711. }
  712. // ----------------------------------------------------------------------------
  713. static int dx8_lock;
  714. DynamicVBAccessClass::WriteLockClass::WriteLockClass(DynamicVBAccessClass* dynamic_vb_access_)
  715. :
  716. DynamicVBAccess(dynamic_vb_access_)
  717. {
  718. DX8_THREAD_ASSERT();
  719. switch (DynamicVBAccess->Get_Type()) {
  720. case BUFFER_TYPE_DYNAMIC_DX8:
  721. #ifdef VERTEX_BUFFER_LOG
  722. {
  723. WWASSERT(!dx8_lock);
  724. dx8_lock++;
  725. StringClass fvf_name;
  726. DynamicVBAccess->VertexBuffer->FVF_Info().Get_FVF_Name(fvf_name);
  727. WWDEBUG_SAY(("DynamicVertexBuffer->Lock(start_index: %d, index_range: %d, fvf_size: %d, fvf: %s)\n",
  728. DynamicVBAccess->VertexBufferOffset,
  729. DynamicVBAccess->Get_Vertex_Count(),
  730. DynamicVBAccess->VertexBuffer->FVF_Info().Get_FVF_Size(),
  731. fvf_name));
  732. }
  733. #endif
  734. WWASSERT(_DynamicDX8VertexBuffer);
  735. // WWASSERT(!_DynamicDX8VertexBuffer->Engine_Refs());
  736. DX8_Assert();
  737. // Lock with discard contents if the buffer offset is zero
  738. DX8_ErrorCode(static_cast<DX8VertexBufferClass*>(DynamicVBAccess->VertexBuffer)->Get_DX8_Vertex_Buffer()->Lock(
  739. DynamicVBAccess->VertexBufferOffset*_DynamicDX8VertexBuffer->FVF_Info().Get_FVF_Size(),
  740. DynamicVBAccess->Get_Vertex_Count()*DynamicVBAccess->VertexBuffer->FVF_Info().Get_FVF_Size(),
  741. (unsigned char**)&Vertices,
  742. D3DLOCK_NOSYSLOCK | (!DynamicVBAccess->VertexBufferOffset ? D3DLOCK_DISCARD : D3DLOCK_NOOVERWRITE)));
  743. break;
  744. case BUFFER_TYPE_DYNAMIC_SORTING:
  745. Vertices=static_cast<SortingVertexBufferClass*>(DynamicVBAccess->VertexBuffer)->VertexBuffer;
  746. Vertices+=DynamicVBAccess->VertexBufferOffset;
  747. // vertices=_DynamicSortingVertexArray+_DynamicSortingVertexArrayOffset;
  748. break;
  749. default:
  750. WWASSERT(0);
  751. break;
  752. }
  753. }
  754. // ----------------------------------------------------------------------------
  755. DynamicVBAccessClass::WriteLockClass::~WriteLockClass()
  756. {
  757. DX8_THREAD_ASSERT();
  758. switch (DynamicVBAccess->Get_Type()) {
  759. case BUFFER_TYPE_DYNAMIC_DX8:
  760. #ifdef VERTEX_BUFFER_LOG
  761. dx8_lock--;
  762. WWASSERT(!dx8_lock);
  763. WWDEBUG_SAY(("DynamicVertexBuffer->Unlock()\n"));
  764. #endif
  765. DX8_Assert();
  766. DX8_ErrorCode(static_cast<DX8VertexBufferClass*>(DynamicVBAccess->VertexBuffer)->Get_DX8_Vertex_Buffer()->Unlock());
  767. break;
  768. case BUFFER_TYPE_DYNAMIC_SORTING:
  769. break;
  770. default:
  771. WWASSERT(0);
  772. break;
  773. }
  774. }
  775. // ----------------------------------------------------------------------------
  776. void DynamicVBAccessClass::_Reset(bool frame_changed)
  777. {
  778. _DynamicSortingVertexArrayOffset=0;
  779. if (frame_changed) _DynamicDX8VertexBufferOffset=0;
  780. }
  781. unsigned short DynamicVBAccessClass::Get_Default_Vertex_Count(void)
  782. {
  783. return _DynamicDX8VertexBufferSize;
  784. }