//----------------------------------------------------------------------------- // Copyright (c) 2015 GarageGames, LLC // // 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 "gfx/D3D11/gfxD3D11Device.h" #include "gfx/D3D11/gfxD3D11EnumTranslate.h" #include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h" #include "core/util/safeRelease.h" void GFXD3D11PrimitiveBuffer::prepare() { D3D11->_setPrimitiveBuffer(this); } void GFXD3D11PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr) { AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!"); mLocked = true; D3D11_MAP flags = D3D11_MAP_WRITE_DISCARD; switch(mBufferType) { case GFXBufferTypeImmutable: case GFXBufferTypeStatic: case GFXBufferTypeDynamic: flags = D3D11_MAP_WRITE_DISCARD; break; case GFXBufferTypeVolatile: // Get our range now... AssertFatal(indexStart == 0, "Cannot get a subrange on a volatile buffer."); AssertFatal(indexEnd < GFX_MAX_DYNAMIC_INDICES, "Cannot get more than GFX_MAX_DYNAMIC_INDICES in a volatile buffer. Up the constant!"); // Get the primtive buffer mVolatileBuffer = D3D11->mDynamicPB; AssertFatal( mVolatileBuffer, "GFXD3D11PrimitiveBuffer::lock - No dynamic primitive buffer was available!"); // We created the pool when we requested this volatile buffer, so assume it exists... if(mVolatileBuffer->mIndexCount + indexEnd > GFX_MAX_DYNAMIC_INDICES) { flags = D3D11_MAP_WRITE_DISCARD; mVolatileStart = indexStart = 0; indexEnd = indexEnd; } else { flags = D3D11_MAP_WRITE_NO_OVERWRITE; mVolatileStart = indexStart = mVolatileBuffer->mIndexCount; indexEnd += mVolatileBuffer->mIndexCount; } mVolatileBuffer->mIndexCount = indexEnd + 1; ib = mVolatileBuffer->ib; break; } mIndexStart = indexStart; mIndexEnd = indexEnd; if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable) { U32 sizeToLock = (indexEnd - indexStart) * sizeof(U16); *indexPtr = new U8[sizeToLock]; mLockedBuffer = *indexPtr; } else { D3D11_MAPPED_SUBRESOURCE pIndexData; ZeroMemory(&pIndexData, sizeof(D3D11_MAPPED_SUBRESOURCE)); HRESULT hr = D3D11DEVICECONTEXT->Map(ib, 0, flags, 0, &pIndexData); if(FAILED(hr)) { AssertFatal(false, "GFXD3D11PrimitiveBuffer::lock - Could not lock primitive buffer."); } *indexPtr = (U8*)pIndexData.pData + (indexStart * sizeof(U16)) ; } #ifdef TORQUE_DEBUG // Allocate a debug buffer large enough for the lock // plus space for over and under run guard strings. mLockedSize = (indexEnd - indexStart) * sizeof(U16); const U32 guardSize = sizeof( _PBGuardString ); mDebugGuardBuffer = new U8[mLockedSize+(guardSize*2)]; // Setup the guard strings. dMemcpy( mDebugGuardBuffer, _PBGuardString, guardSize ); dMemcpy( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize ); // Store the real lock pointer and return our debug pointer. mLockedBuffer = *indexPtr; *indexPtr = (U16*)( mDebugGuardBuffer + guardSize ); #endif // TORQUE_DEBUG } void GFXD3D11PrimitiveBuffer::unlock() { #ifdef TORQUE_DEBUG if ( mDebugGuardBuffer ) { const U32 guardSize = sizeof( _PBGuardString ); // First check the guard areas for overwrites. AssertFatal( dMemcmp( mDebugGuardBuffer, _PBGuardString, guardSize ) == 0, "GFXD3D11PrimitiveBuffer::unlock - Caught lock memory underrun!" ); AssertFatal( dMemcmp( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize ) == 0, "GFXD3D11PrimitiveBuffer::unlock - Caught lock memory overrun!" ); // Copy the debug content down to the real PB. dMemcpy( mLockedBuffer, mDebugGuardBuffer + guardSize, mLockedSize ); // Cleanup. delete [] mDebugGuardBuffer; mDebugGuardBuffer = NULL; //mLockedBuffer = NULL; mLockedSize = 0; } #endif // TORQUE_DEBUG const U32 totalSize = this->mIndexCount * sizeof(U16); if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable) { //set up the update region of the buffer D3D11_BOX box; box.back = 1; box.front = 0; box.top = 0; box.bottom =1; box.left = mIndexStart *sizeof(U16); box.right = mIndexEnd * sizeof(U16); //update the real ib buffer D3D11DEVICECONTEXT->UpdateSubresource(ib, 0, &box,mLockedBuffer,totalSize, 0); //clean up the old buffer delete[] mLockedBuffer; mLockedBuffer = NULL; } else { D3D11DEVICECONTEXT->Unmap(ib,0); } mLocked = false; mIsFirstLock = false; mVolatileBuffer = NULL; } GFXD3D11PrimitiveBuffer::~GFXD3D11PrimitiveBuffer() { if( mBufferType != GFXBufferTypeVolatile ) { SAFE_RELEASE(ib); } } void GFXD3D11PrimitiveBuffer::zombify() { if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable) return; AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::zombify - Cannot zombify a locked buffer!"); if (mBufferType == GFXBufferTypeVolatile) { // We must null the volatile buffer else we're holding // a dead pointer which can be set on the device. ib = NULL; return; } // Dynamic buffers get released. SAFE_RELEASE(ib); } void GFXD3D11PrimitiveBuffer::resurrect() { if ( mBufferType != GFXBufferTypeDynamic ) return; D3D11_BUFFER_DESC desc; desc.ByteWidth = sizeof(U16) * mIndexCount; desc.Usage = D3D11_USAGE_DYNAMIC; desc.BindFlags = D3D11_BIND_INDEX_BUFFER; desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE; desc.MiscFlags = 0; desc.StructureByteStride = 0; HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &ib); if(FAILED(hr)) { AssertFatal(false, "GFXD3D11PrimitiveBuffer::resurrect - Failed to allocate an index buffer."); } }