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- //-----------------------------------------------------------------------------
- // 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 "platform/platform.h"
- #include "gfx/D3D11/gfxD3D11VertexBuffer.h"
- #include "console/console.h"
- GFXD3D11VertexBuffer::~GFXD3D11VertexBuffer()
- {
- if(getOwningDevice() != NULL)
- {
- if(mBufferType != GFXBufferTypeVolatile)
- {
- SAFE_RELEASE(vb);
- }
- }
- }
- void GFXD3D11VertexBuffer::lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr)
- {
- PROFILE_SCOPE(GFXD3D11VertexBuffer_lock);
- AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "Cannot lock a buffer more than once!");
- D3D11_MAP flags = D3D11_MAP_WRITE_DISCARD;
- switch(mBufferType)
- {
- case GFXBufferTypeStatic:
- case GFXBufferTypeDynamic:
- flags = D3D11_MAP_WRITE_DISCARD;
- break;
- case GFXBufferTypeVolatile:
- // Get or create the volatile buffer...
- mVolatileBuffer = D3D11->findVBPool( &mVertexFormat, vertexEnd );
- if( !mVolatileBuffer )
- mVolatileBuffer = D3D11->createVBPool( &mVertexFormat, mVertexSize );
- vb = mVolatileBuffer->vb;
- // Get our range now...
- AssertFatal(vertexStart == 0, "Cannot get a subrange on a volatile buffer.");
- AssertFatal(vertexEnd <= GFX_MAX_DYNAMIC_VERTS, "Cannot get more than GFX_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 > GFX_MAX_DYNAMIC_VERTS )
- {
- flags = D3D11_MAP_WRITE_DISCARD;
- mVolatileStart = vertexStart = 0;
- vertexEnd = vertexEnd;
- }
- else
- {
- flags = D3D11_MAP_WRITE_NO_OVERWRITE;
- mVolatileStart = vertexStart = mVolatileBuffer->mNumVerts;
- vertexEnd += mVolatileBuffer->mNumVerts;
- }
- mVolatileBuffer->mNumVerts = vertexEnd+1;
- mVolatileBuffer->lockedVertexStart = vertexStart;
- mVolatileBuffer->lockedVertexEnd = vertexEnd;
- break;
- }
- lockedVertexStart = vertexStart;
- lockedVertexEnd = vertexEnd;
- // uncomment it for debugging purpose. called many times per frame... spammy!
- //Con::printf("%x: Locking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
- U32 sizeToLock = (vertexEnd - vertexStart) * mVertexSize;
- if(mBufferType == GFXBufferTypeStatic)
- {
- *vertexPtr = new U8[sizeToLock];
- mLockedBuffer = *vertexPtr;
- }
- else
- {
- D3D11_MAPPED_SUBRESOURCE pVertexData;
- ZeroMemory(&pVertexData, sizeof(D3D11_MAPPED_SUBRESOURCE));
- HRESULT hr = D3D11DEVICECONTEXT->Map(vb, 0, flags, 0, &pVertexData);
- if(FAILED(hr))
- {
- AssertFatal(false, "Unable to lock vertex buffer.");
- }
- *vertexPtr = (U8*)pVertexData.pData + (vertexStart * mVertexSize);
- }
-
-
- #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
- }
- void GFXD3D11VertexBuffer::unlock()
- {
- PROFILE_SCOPE(GFXD3D11VertexBuffer_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,
- "GFXD3D11VertexBuffer::unlock - Caught lock memory underrun!" );
- AssertFatal(dMemcmp( mDebugGuardBuffer + sizeLocked + guardSize, _VBGuardString, guardSize) == 0,
- "GFXD3D11VertexBuffer::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
- if(mBufferType == GFXBufferTypeStatic)
- {
- const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
- //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 = lockedVertexStart * mVertexSize;
- box.right = lockedVertexEnd * mVertexSize;
- //update the real vb buffer
- D3D11DEVICECONTEXT->UpdateSubresource(vb, 0, &box,mLockedBuffer,sizeLocked, 0);
- //clean up the old buffer
- delete[] mLockedBuffer;
- mLockedBuffer = NULL;
- }
- else
- {
- D3D11DEVICECONTEXT->Unmap(vb,0);
- }
-
- mIsFirstLock = false;
- //uncomment it for debugging purpose. called many times per frame... spammy!
- //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;
- }
- }
- void GFXD3D11VertexBuffer::zombify()
- {
- AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "GFXD3D11VertexBuffer::zombify - Cannot zombify a locked buffer!");
- // Static buffers are managed by D3D11 so we don't deal with them.
- if(mBufferType == GFXBufferTypeDynamic)
- {
- SAFE_RELEASE(vb);
- }
- }
- void GFXD3D11VertexBuffer::resurrect()
- {
- // Static buffers are managed by D3D11 so we don't deal with them.
- if(mBufferType == GFXBufferTypeDynamic)
- {
- D3D11_BUFFER_DESC desc;
- desc.ByteWidth = mVertexSize * mNumVerts;
- desc.Usage = D3D11_USAGE_DYNAMIC;
- desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- desc.MiscFlags = 0;
- desc.StructureByteStride = 0;
- HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &vb);
- if(FAILED(hr))
- {
- AssertFatal(false, "GFXD3D11VertexBuffer::resurrect - Failed to allocate VB");
- }
- }
- }
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