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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 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 "platform/platform.h"
- #include "gfx/D3D9/gfxD3D9VertexBuffer.h"
- GFXD3D9VertexBuffer::~GFXD3D9VertexBuffer()
- {
- #ifdef TORQUE_DEBUG
- SAFE_DELETE( name );
- #endif
- if (getOwningDevice() != NULL)
- {
- if (mBufferType == GFXBufferTypeDynamic)
- static_cast<GFXD3D9Device *>(getOwningDevice())->deallocVertexBuffer( this );
- else if (mBufferType != GFXBufferTypeVolatile)
- {
- static_cast<GFXD3D9Device *>(getOwningDevice())->destroyD3DResource( vb );
- }
- }
- }
- //-----------------------------------------------------------------------------
- // Lock
- //-----------------------------------------------------------------------------
- void GFXD3D9VertexBuffer::lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr)
- {
- PROFILE_SCOPE(GFXD3D9VertexBuffer_lock);
- AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "Cannot lock a buffer more than once!");
- U32 flags = 0;
- GFXD3D9Device *d = static_cast<GFXD3D9Device *>( mDevice );
- switch( mBufferType )
- {
- case GFXBufferTypeStatic:
- break;
- case GFXBufferTypeDynamic:
- #ifndef TORQUE_OS_XENON
- flags |= D3DLOCK_DISCARD;
- #endif
- break;
- case GFXBufferTypeVolatile:
- // Get or create the volatile buffer...
- mVolatileBuffer = d->findVBPool( &mVertexFormat, vertexEnd );
- if( !mVolatileBuffer )
- mVolatileBuffer = d->createVBPool( &mVertexFormat, mVertexSize );
- vb = mVolatileBuffer->vb;
- // Get our range now...
- AssertFatal(vertexStart == 0, "Cannot get a subrange on a volatile buffer.");
- AssertFatal(vertexEnd <= MAX_DYNAMIC_VERTS, "Cannot get more than MAX_DYNAMIC_VERTS in a volatile buffer. Up the constant!");
- AssertFatal(mVolatileBuffer->lockedVertexStart == 0 && mVolatileBuffer->lockedVertexEnd == 0, "Got more than one lock on the volatile pool.");
- // We created the pool when we requested this volatile buffer, so assume it exists...
- if( mVolatileBuffer->mNumVerts + vertexEnd > MAX_DYNAMIC_VERTS )
- {
- #ifdef TORQUE_OS_XENON
- AssertFatal( false, "This should never, ever happen. findVBPool should have returned NULL" );
- #else
- flags |= D3DLOCK_DISCARD;
- #endif
- mVolatileStart = vertexStart = 0;
- vertexEnd = vertexEnd;
- }
- else
- {
- flags |= D3DLOCK_NOOVERWRITE;
- mVolatileStart = vertexStart = mVolatileBuffer->mNumVerts;
- vertexEnd += mVolatileBuffer->mNumVerts;
- }
- mVolatileBuffer->mNumVerts = vertexEnd+1;
- mVolatileBuffer->lockedVertexStart = vertexStart;
- mVolatileBuffer->lockedVertexEnd = vertexEnd;
- break;
- }
- lockedVertexStart = vertexStart;
- lockedVertexEnd = vertexEnd;
- // Con::printf("%x: Locking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
- #ifdef TORQUE_OS_XENON
- // If the vertex buffer which we are trying to lock is held by the D3D device
- // on Xenon it will bomb. So if that is the case, then SetStreamSource to NULL
- // and also call setVertexBuffer because otherwise the state-cache will be hosed
- if( d->mCurrentVB != NULL && d->mCurrentVB->vb == vb )
- {
- d->setVertexBuffer( NULL );
- d->mD3DDevice->SetStreamSource( 0, NULL, 0, 0 );
- }
-
- // As of October 2006 XDK, range locking is no longer supported. Lock the whole buffer
- // and then manually offset the pointer to simulate the subrange. -patw
- D3D9Assert( vb->Lock( 0, 0, vertexPtr, flags),
- "Unable to lock vertex buffer.");
- U8 *tmp = (U8 *)(*vertexPtr);
- tmp += ( vertexStart * mVertexSize );
- *vertexPtr = tmp;
- #else
- U32 sizeToLock = (vertexEnd - vertexStart) * mVertexSize;
- D3D9Assert( vb->Lock(vertexStart * mVertexSize, sizeToLock, vertexPtr, flags),
- "Unable to lock vertex buffer.");
- #ifdef TORQUE_DEBUG
-
- // Allocate a debug buffer large enough for the lock
- // plus space for over and under run guard strings.
- const U32 guardSize = sizeof( _VBGuardString );
- mDebugGuardBuffer = new U8[sizeToLock+(guardSize*2)];
- // Setup the guard strings.
- dMemcpy( mDebugGuardBuffer, _VBGuardString, guardSize );
- dMemcpy( mDebugGuardBuffer + sizeToLock + guardSize, _VBGuardString, guardSize );
- // Store the real lock pointer and return our debug pointer.
- mLockedBuffer = *vertexPtr;
- *vertexPtr = mDebugGuardBuffer + guardSize;
- #endif // TORQUE_DEBUG
- #endif
- }
- void GFXD3D9VertexBuffer::unlock()
- {
- PROFILE_SCOPE(GFXD3D9VertexBuffer_unlock);
- #ifdef TORQUE_DEBUG
-
- if ( mDebugGuardBuffer )
- {
- const U32 guardSize = sizeof( _VBGuardString );
- const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
- // First check the guard areas for overwrites.
- AssertFatal( dMemcmp( mDebugGuardBuffer, _VBGuardString, guardSize ) == 0,
- "GFXD3D9VertexBuffer::unlock - Caught lock memory underrun!" );
- AssertFatal( dMemcmp( mDebugGuardBuffer + sizeLocked + guardSize, _VBGuardString, guardSize ) == 0,
- "GFXD3D9VertexBuffer::unlock - Caught lock memory overrun!" );
-
- // Copy the debug content down to the real VB.
- dMemcpy( mLockedBuffer, mDebugGuardBuffer + guardSize, sizeLocked );
- // Cleanup.
- delete [] mDebugGuardBuffer;
- mDebugGuardBuffer = NULL;
- mLockedBuffer = NULL;
- }
- #endif // TORQUE_DEBUG
- D3D9Assert( vb->Unlock(),
- "Unable to unlock vertex buffer.");
- mIsFirstLock = false;
- // Con::printf("%x: Unlocking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
- lockedVertexEnd = lockedVertexStart = 0;
- if(mVolatileBuffer.isValid())
- {
- mVolatileBuffer->lockedVertexStart = 0;
- mVolatileBuffer->lockedVertexEnd = 0;
- mVolatileBuffer = NULL;
- //vb->Release();
- //vb = NULL;
- }
- }
- void GFXD3D9VertexBuffer::zombify()
- {
- AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "GFXD3D9VertexBuffer::zombify - Cannot zombify a locked buffer!");
- // Static buffers are managed by D3D9 so we don't deal with them.
- if(mBufferType == GFXBufferTypeDynamic)
- {
- SAFE_RELEASE(vb);
- }
- }
- void GFXD3D9VertexBuffer::resurrect()
- {
- // Static buffers are managed by D3D9 so we don't deal with them.
- if(mBufferType == GFXBufferTypeDynamic)
- {
- D3D9Assert(static_cast<GFXD3D9Device*>(mDevice)->mD3DDevice->CreateVertexBuffer( mVertexSize * mNumVerts,
- #ifdef TORQUE_OS_XENON
- D3DUSAGE_WRITEONLY,
- #else
- D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
- #endif
- 0,
- D3DPOOL_DEFAULT,
- &vb,
- NULL ),
- "GFXD3D9VertexBuffer::resurrect - Failed to allocate VB" );
- }
- }
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