// // Copyright (c) 2008-2017 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 "../../Graphics/VertexBuffer.h" #include "../../IO/Log.h" #include "../../DebugNew.h" namespace Atomic { void VertexBuffer::OnDeviceLost() { // Dynamic buffers are in the default pool and need to be released on device loss if (dynamic_) Release(); } void VertexBuffer::OnDeviceReset() { // Dynamic buffers are in the default pool and need to be recreated after device reset if (dynamic_ || !object_.ptr_) { Create(); dataLost_ = !UpdateToGPU(); } else if (dataPending_) dataLost_ = !UpdateToGPU(); dataPending_ = false; } void VertexBuffer::Release() { Unlock(); if (graphics_) { for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i) { if (graphics_->GetVertexBuffer(i) == this) graphics_->SetVertexBuffer(0); } } ATOMIC_SAFE_RELEASE(object_.ptr_); } bool VertexBuffer::SetData(const void* data) { if (!data) { ATOMIC_LOGERROR("Null pointer for vertex buffer data"); return false; } if (!vertexSize_) { ATOMIC_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_.ptr_) { if (graphics_->IsDeviceLost()) { ATOMIC_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) { ATOMIC_LOGERROR("Null pointer for vertex buffer data"); return false; } if (!vertexSize_) { ATOMIC_LOGERROR("Vertex elements not defined, can not set vertex buffer data"); return false; } if (start + count > vertexCount_) { ATOMIC_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_.ptr_) { if (graphics_->IsDeviceLost()) { ATOMIC_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) { ATOMIC_LOGERROR("Vertex buffer already locked"); return 0; } if (!vertexSize_) { ATOMIC_LOGERROR("Vertex elements not defined, can not lock vertex buffer"); return 0; } if (start + count > vertexCount_) { ATOMIC_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_.ptr_ && !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; default: break; } } bool VertexBuffer::Create() { Release(); if (!vertexCount_ || elements_.Empty()) return true; if (graphics_) { if (graphics_->IsDeviceLost()) { ATOMIC_LOGWARNING("Vertex buffer creation while device is lost"); return true; } unsigned pool = dynamic_ ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED; unsigned d3dUsage = dynamic_ ? D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY : 0; IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice(); HRESULT hr = device->CreateVertexBuffer( vertexCount_ * vertexSize_, d3dUsage, 0, (D3DPOOL)pool, (IDirect3DVertexBuffer9**)&object_.ptr_, 0); if (FAILED(hr)) { ATOMIC_SAFE_RELEASE(object_.ptr_); ATOMIC_LOGD3DERROR("Could not create vertex buffer", hr); return false; } } return true; } bool VertexBuffer::UpdateToGPU() { if (object_.ptr_ && shadowData_) return SetData(shadowData_.Get()); else return false; } void* VertexBuffer::MapBuffer(unsigned start, unsigned count, bool discard) { void* hwData = 0; if (object_.ptr_) { DWORD flags = 0; if (discard && dynamic_) flags = D3DLOCK_DISCARD; HRESULT hr = ((IDirect3DVertexBuffer9*)object_.ptr_)->Lock(start * vertexSize_, count * vertexSize_, &hwData, flags); if (FAILED(hr)) ATOMIC_LOGD3DERROR("Could not lock vertex buffer", hr); else lockState_ = LOCK_HARDWARE; } return hwData; } void VertexBuffer::UnmapBuffer() { if (object_.ptr_ && lockState_ == LOCK_HARDWARE) { ((IDirect3DVertexBuffer9*)object_.ptr_)->Unlock(); lockState_ = LOCK_NONE; } } }