| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180 |
- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** This program is free software: you can redistribute it and/or modify
- ** it under the terms of the GNU General Public License as published by
- ** the Free Software Foundation, either version 3 of the License, or
- ** (at your option) any later version.
- **
- ** This program is distributed in the hope that it will be useful,
- ** but WITHOUT ANY WARRANTY; without even the implied warranty of
- ** MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
- ** GNU General Public License for more details.
- **
- ** You should have received a copy of the GNU General Public License
- ** along with this program. If not, see <http://www.gnu.org/licenses/>.
- */
- ////////////////////////////////////////////////////////////////////////////////
- // //
- // (c) 2001-2003 Electronic Arts Inc. //
- // //
- ////////////////////////////////////////////////////////////////////////////////
- // FILE: W3DBufferManager.h ///////////////////////////////////////////////////////////////////////////
- // Author: Mark Wilczynski
- // Desc: A system for managing partial vertex buffer allocations.
- ///////////////////////////////////////////////////////////////////////////////////////////////////
- #pragma once
- #ifndef _W3D_VERTEX_BUFFER_MANAGER
- #define _W3D_VERTEX_BUFFER_MANAGER
- #include "Lib/BaseType.h"
- #include "dx8vertexbuffer.h"
- #include "dx8indexbuffer.h"
- #define MAX_VB_SIZES 128 //number of different sized VB slots allowed.
- #define MIN_SLOT_SIZE 32 //minimum number of vertices allocated per slot (power of 2). See also MIN_SLOT_SIZE_SHIFT.
- #define MIN_SLOT_SIZE_SHIFT 5 //used for division by MIN_SLOT_SIZE
- #define MAX_VERTEX_BUFFERS_CREATED 32 //maximum number of D3D vertex buffers allowed to create per vertex type.
- #define DEFAULT_VERTEX_BUFFER_SIZE 8192 //this size ends up generating VB's of about 256Kbytes
- #define MAX_NUMBER_SLOTS 4096 //maximum number of slots that can be allocated.
- #define MAX_IB_SIZES 128 //number of different sized IB slots allowed (goes all the way up to 65536)
- #define MAX_INDEX_BUFFERS_CREATED 32
- #define DEFAULT_INDEX_BUFFER_SIZE 32768
- class W3DBufferManager
- {
- public:
- //List of all possible vertex formats available to the game.
- enum VBM_FVF_TYPES
- {
- VBM_FVF_XYZ, //position
- VBM_FVF_XYZD, //position, diffuse
- VBM_FVF_XYZUV, //position, uv
- VBM_FVF_XYZDUV, //position, diffuse, uv
- VBM_FVF_XYZUV2, //position, uv1, uv2
- VBM_FVF_XYZDUV2, //position, diffuse, uv1, uv2
- VBM_FVF_XYZN, //position, normal
- VBM_FVF_XYZND, //position, normal, diffuse
- VBM_FVF_XYZNUV, //position, normal, uv
- VBM_FVF_XYZNDUV, //position, normal, diffuse, uv
- VBM_FVF_XYZNUV2, //position, normal, uv1, uv2
- VBM_FVF_XYZNDUV2, //position, normal, diffuse, uv1, uv2
- VBM_FVF_XYZRHW, //transformed position
- VBM_FVF_XYZRHWD, //transformed position, diffuse
- VBM_FVF_XYZRHWUV, //transformed position, uv
- VBM_FVF_XYZRHWDUV, //transformed position, diffuse, uv
- VBM_FVF_XYZRHWUV2, //transformed position, uv1, uv2
- VBM_FVF_XYZRHWDUV2, //transformed position, diffuse, uv1, uv2
- MAX_FVF
- };
- struct W3DRenderTask
- {
- W3DRenderTask *m_nextTask; ///<next rendering task
- };
- struct W3DVertexBuffer; //forward reference
- struct W3DIndexBuffer; //forward reference
- struct W3DVertexBufferSlot
- {
- Int m_size; ///<number of vertices in slot
- Int m_start; ///<index of first vertex within VB
- W3DVertexBuffer *m_VB; ///<vertex buffer holding this slot.
- W3DVertexBufferSlot *m_prevSameSize; //previous slot of equal size.
- W3DVertexBufferSlot *m_nextSameSize; //next slot of equal size.
- W3DVertexBufferSlot *m_prevSameVB; //previous slot in same VB.
- W3DVertexBufferSlot *m_nextSameVB; //next slot in same VB.
- };
- struct W3DVertexBuffer
- {
- VBM_FVF_TYPES m_format; ///<format of vertices in this VB.
- W3DVertexBufferSlot *m_usedSlots; ///<slots inside this vertex buffer being used.
- Int m_startFreeIndex; ///<index of vertex at start of unallocated memory.
- Int m_size; ///<number of vertices allowed in VB.
- W3DVertexBuffer *m_nextVB; ///<next vertex buffer of same type.
- DX8VertexBufferClass *m_DX8VertexBuffer; ///<actual DX8 vertex buffer interface
- W3DRenderTask *m_renderTaskList; ///<used to help app sort its D3D access by VB.
- };
- struct W3DIndexBufferSlot
- {
- Int m_size; ///<number of vertices in slot
- Int m_start; ///<index of first index within VB
- W3DIndexBuffer *m_IB; ///<index buffer holding this slot.
- W3DIndexBufferSlot *m_prevSameSize; //previous slot of equal size.
- W3DIndexBufferSlot *m_nextSameSize; //next slot of equal size.
- W3DIndexBufferSlot *m_prevSameIB; //previous slot in same VB.
- W3DIndexBufferSlot *m_nextSameIB; //next slot in same VB.
- };
- struct W3DIndexBuffer
- {
- W3DIndexBufferSlot *m_usedSlots; ///<slots inside this index buffer being used.
- Int m_startFreeIndex; ///<index of index at start of unallocated memory.
- Int m_size; ///<number of vertices allowed in VB.
- W3DIndexBuffer *m_nextIB; ///<next index buffer of same type.
- DX8IndexBufferClass *m_DX8IndexBuffer; ///<actual DX8 index buffer interface
- };
- W3DBufferManager(void);
- ~W3DBufferManager(void);
- ///return free vertex buffer memory slot.
- W3DVertexBufferSlot *getSlot(VBM_FVF_TYPES fvfType, Int size);
- ///return free index buffer memory slot.
- W3DIndexBufferSlot *getSlot(Int size);
- void releaseSlot(W3DVertexBufferSlot *vbSlot); ///<return slot to pool
- void releaseSlot(W3DIndexBufferSlot *vbSlot); ///<return slot to pool
- void freeAllSlots(void); ///<release all slots to pool.
- void freeAllBuffers(void); ///<release all vertex buffers to pool.
- void W3DBufferManager::ReleaseResources(void); ///<release D3D/W3D resources.
- Bool W3DBufferManager::ReAcquireResources(void); ///<reaquire D3D/W3D resources.
- ///allows iterating over vertex buffers used by manager. Input of NULL to get first.
- W3DVertexBuffer *getNextVertexBuffer(W3DVertexBuffer *pVb, VBM_FVF_TYPES type)
- { if (pVb == NULL)
- return m_W3DVertexBuffers[type];
- return pVb->m_nextVB;
- };
- static Int getDX8Format(VBM_FVF_TYPES format); ///<translates our vertex format into D3D equivalent
- protected:
- ///holds previously allocated slots that are free to fill again.
- W3DVertexBufferSlot *m_W3DVertexBufferSlots[MAX_FVF][MAX_VB_SIZES];
- ///holds allocated vertex buffers of each type.
- W3DVertexBuffer *m_W3DVertexBuffers[MAX_FVF];
- ///holds unallocated slot wrappers which were never initialized
- W3DVertexBufferSlot m_W3DVertexBufferEmptySlots[MAX_NUMBER_SLOTS];
- Int m_numEmptySlotsAllocated;
- ///holds unallocated vertex buffer wrappers which were never initialized
- W3DVertexBuffer m_W3DEmptyVertexBuffers[MAX_VERTEX_BUFFERS_CREATED];
- Int m_numEmptyVertexBuffersAllocated;
- ///holds previously allocated slots that are free to fill again.
- W3DIndexBufferSlot *m_W3DIndexBufferSlots[MAX_IB_SIZES];
- ///holds allocated index buffers of each type.
- W3DIndexBuffer *m_W3DIndexBuffers;
- ///holds unallocated slot wrappers which were never initialized
- W3DIndexBufferSlot m_W3DIndexBufferEmptySlots[MAX_NUMBER_SLOTS];
- Int m_numEmptyIndexSlotsAllocated;
- ///holds unallocated index buffer wrappers which were never initialized
- W3DIndexBuffer m_W3DEmptyIndexBuffers[MAX_INDEX_BUFFERS_CREATED];
- Int m_numEmptyIndexBuffersAllocated;
- ///allocate new memory inside a vertex buffer.
- W3DVertexBufferSlot *allocateSlotStorage(VBM_FVF_TYPES fvfType, Int size);
- W3DIndexBufferSlot *allocateSlotStorage(Int size);
- };
- extern W3DBufferManager *TheW3DBufferManager; //singleton
- #endif //_W3D_VERTEX_BUFFER_MANAGER
|