// // Copyright (c) 2008-2014 the Urho3D project. // // 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 "Precompiled.h" #include "../../Graphics/Graphics.h" #include "../../Graphics/GraphicsImpl.h" #include "../../IO/Log.h" #include "../../Graphics/VertexBuffer.h" #include "../../DebugNew.h" namespace Atomic { const unsigned VertexBuffer::elementSize[] = { 3 * sizeof(float), // Position 3 * sizeof(float), // Normal 4 * sizeof(unsigned char), // Color 2 * sizeof(float), // Texcoord1 2 * sizeof(float), // Texcoord2 3 * sizeof(float), // Cubetexcoord1 3 * sizeof(float), // Cubetexcoord2 4 * sizeof(float), // Tangent 4 * sizeof(float), // Blendweights 4 * sizeof(unsigned char), // Blendindices 4 * sizeof(float), // Instancematrix1 4 * sizeof(float), // Instancematrix2 4 * sizeof(float) // Instancematrix3 }; VertexBuffer::VertexBuffer(Context* context) : Object(context), GPUObject(GetSubsystem()), vertexCount_(0), elementMask_(0), pool_(D3DPOOL_MANAGED), usage_(0), lockState_(LOCK_NONE), lockStart_(0), lockCount_(0), lockScratchData_(0), shadowed_(false) { UpdateOffsets(); // Force shadowing mode if graphics subsystem does not exist if (!graphics_) shadowed_ = true; } VertexBuffer::~VertexBuffer() { Release(); } void VertexBuffer::OnDeviceLost() { if (pool_ == D3DPOOL_DEFAULT) Release(); } void VertexBuffer::OnDeviceReset() { if (pool_ == D3DPOOL_DEFAULT || !object_) { Create(); dataLost_ = !UpdateToGPU(); } else if (dataPending_) dataLost_ = !UpdateToGPU(); dataPending_ = false; } void VertexBuffer::Release() { Unlock(); if (object_) { if (!graphics_) return; for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { if (graphics_->GetVertexBuffer(i) == this) graphics_->SetVertexBuffer(0); } ((IDirect3DVertexBuffer9*)object_)->Release(); object_ = 0; } } void VertexBuffer::SetShadowed(bool enable) { // If no graphics subsystem, can not disable shadowing if (!graphics_) enable = true; if (enable != shadowed_) { if (enable && vertexSize_ && vertexCount_) shadowData_ = new unsigned char[vertexCount_ * vertexSize_]; else shadowData_.Reset(); shadowed_ = enable; } } bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic) { Unlock(); if (dynamic) { pool_ = D3DPOOL_DEFAULT; usage_ = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; } else { pool_ = D3DPOOL_MANAGED; usage_ = 0; } vertexCount_ = vertexCount; elementMask_ = elementMask; UpdateOffsets(); if (shadowed_ && vertexCount_ && vertexSize_) shadowData_ = new unsigned char[vertexCount_ * vertexSize_]; else shadowData_.Reset(); return Create(); } bool VertexBuffer::SetData(const void* data) { if (!data) { LOGERROR("Null pointer for vertex buffer data"); return false; } if (!vertexSize_) { LOGERROR("Vertex elements not defined, can not set vertex buffer data"); return false; } if (shadowData_ && data != shadowData_.Get()) memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_); if (object_) { if (graphics_->IsDeviceLost()) { LOGWARNING("Vertex buffer data assignment while device is lost"); dataPending_ = true; return true; } void* hwData = MapBuffer(0, vertexCount_, true); if (hwData) { memcpy(hwData, data, vertexCount_ * vertexSize_); UnmapBuffer(); } else return false; } dataLost_ = false; return true; } bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard) { if (start == 0 && count == vertexCount_) return SetData(data); if (!data) { LOGERROR("Null pointer for vertex buffer data"); return false; } if (!vertexSize_) { LOGERROR("Vertex elements not defined, can not set vertex buffer data"); return false; } if (start + count > vertexCount_) { LOGERROR("Illegal range for setting new vertex buffer data"); return false; } if (!count) return true; if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data) memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_); if (object_) { if (graphics_->IsDeviceLost()) { LOGWARNING("Vertex buffer data assignment while device is lost"); dataPending_ = true; return true; } void* hwData = MapBuffer(start, count, discard); if (hwData) { memcpy(hwData, data, count * vertexSize_); UnmapBuffer(); } else return false; } return true; } void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard) { if (lockState_ != LOCK_NONE) { LOGERROR("Vertex buffer already locked"); return 0; } if (!vertexSize_) { LOGERROR("Vertex elements not defined, can not lock vertex buffer"); return 0; } if (start + count > vertexCount_) { LOGERROR("Illegal range for locking vertex buffer"); return 0; } if (!count) return 0; lockStart_ = start; lockCount_ = count; // Because shadow data must be kept in sync, can only lock hardware buffer if not shadowed if (object_ && !shadowData_ && !graphics_->IsDeviceLost()) return MapBuffer(start, count, discard); else if (shadowData_) { lockState_ = LOCK_SHADOW; return shadowData_.Get() + start * vertexSize_; } else if (graphics_) { lockState_ = LOCK_SCRATCH; lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_); return lockScratchData_; } else return 0; } void VertexBuffer::Unlock() { switch (lockState_) { case LOCK_HARDWARE: UnmapBuffer(); break; case LOCK_SHADOW: SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, lockStart_, lockCount_); lockState_ = LOCK_NONE; break; case LOCK_SCRATCH: SetDataRange(lockScratchData_, lockStart_, lockCount_); if (graphics_) graphics_->FreeScratchBuffer(lockScratchData_); lockScratchData_ = 0; lockState_ = LOCK_NONE; break; } } bool VertexBuffer::IsDynamic() const { return pool_ == D3DPOOL_DEFAULT; } void VertexBuffer::UpdateOffsets() { unsigned elementOffset = 0; for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i) { if (elementMask_ & (1 << i)) { elementOffset_[i] = elementOffset; elementOffset += elementSize[i]; } else elementOffset_[i] = NO_ELEMENT; } vertexSize_ = elementOffset; } unsigned long long VertexBuffer::GetBufferHash(unsigned streamIndex, unsigned useMask) { unsigned long long bufferHash = elementMask_; unsigned long long maskHash; if (useMask == MASK_DEFAULT) maskHash = ((unsigned long long)elementMask_) * 0x100000000ULL; else maskHash = ((unsigned long long)useMask) * 0x100000000ULL; bufferHash |= maskHash; bufferHash <<= streamIndex * MAX_VERTEX_ELEMENTS; return bufferHash; } unsigned VertexBuffer::GetVertexSize(unsigned elementMask) { unsigned vertexSize = 0; for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i) { if (elementMask & (1 << i)) vertexSize += elementSize[i]; } return vertexSize; } unsigned VertexBuffer::GetElementOffset(unsigned elementMask, VertexElement element) { unsigned offset = 0; for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i) { if (i == element) break; if (elementMask & (1 << i)) offset += elementSize[i]; } return offset; } bool VertexBuffer::Create() { Release(); if (!vertexCount_ || !elementMask_) return true; if (graphics_) { if (graphics_->IsDeviceLost()) { LOGWARNING("Vertex buffer creation while device is lost"); return true; } IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice(); if (!device || FAILED(device->CreateVertexBuffer( vertexCount_ * vertexSize_, usage_, 0, (D3DPOOL)pool_, (IDirect3DVertexBuffer9**)&object_, 0))) { LOGERROR("Could not create vertex buffer"); return false; } } return true; } bool VertexBuffer::UpdateToGPU() { if (object_ && shadowData_) return SetData(shadowData_.Get()); else return false; } void* VertexBuffer::MapBuffer(unsigned start, unsigned count, bool discard) { void* hwData = 0; if (object_) { DWORD flags = 0; if (discard && usage_ & D3DUSAGE_DYNAMIC) flags = D3DLOCK_DISCARD; if (FAILED(((IDirect3DVertexBuffer9*)object_)->Lock(start * vertexSize_, count * vertexSize_, &hwData, flags))) LOGERROR("Could not lock vertex buffer"); else lockState_ = LOCK_HARDWARE; } return hwData; } void VertexBuffer::UnmapBuffer() { if (object_ && lockState_ == LOCK_HARDWARE) { ((IDirect3DVertexBuffer9*)object_)->Unlock(); lockState_ = LOCK_NONE; } } }