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- //
- // Copyright (c) 2008-2015 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
- {
- 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
- };
- const char* VertexBuffer::elementSemantics[] =
- {
- "POSITION",
- "NORMAL",
- "COLOR",
- "TEXCOORD",
- "TEXCOORD",
- "TEXCOORD",
- "TEXCOORD",
- "TANGENT",
- "BLENDWEIGHT",
- "BLENDINDICES",
- "TEXCOORD",
- "TEXCOORD",
- "TEXCOORD"
- };
- const unsigned VertexBuffer::elementSemanticIndices[] =
- {
- 0,
- 0,
- 0,
- 0,
- 1,
- 0,
- 1,
- 0,
- 0,
- 0,
- 2,
- 3,
- 4
- };
- const unsigned VertexBuffer::elementFormats[] =
- {
- DXGI_FORMAT_R32G32B32_FLOAT,
- DXGI_FORMAT_R32G32B32_FLOAT,
- DXGI_FORMAT_R8G8B8A8_UNORM,
- DXGI_FORMAT_R32G32_FLOAT,
- DXGI_FORMAT_R32G32_FLOAT,
- DXGI_FORMAT_R32G32B32_FLOAT,
- DXGI_FORMAT_R32G32B32_FLOAT,
- DXGI_FORMAT_R32G32B32A32_FLOAT,
- DXGI_FORMAT_R32G32B32A32_FLOAT,
- DXGI_FORMAT_R8G8B8A8_UINT,
- DXGI_FORMAT_R32G32B32A32_FLOAT,
- DXGI_FORMAT_R32G32B32A32_FLOAT,
- DXGI_FORMAT_R32G32B32A32_FLOAT
- };
- VertexBuffer::VertexBuffer(Context* context) :
- Object(context),
- GPUObject(GetSubsystem<Graphics>()),
- vertexCount_(0),
- elementMask_(0),
- lockState_(LOCK_NONE),
- lockStart_(0),
- lockCount_(0),
- lockScratchData_(0),
- dynamic_(false),
- shadowed_(false)
- {
- UpdateOffsets();
- // Force shadowing mode if graphics subsystem does not exist
- if (!graphics_)
- shadowed_ = true;
- }
- VertexBuffer::~VertexBuffer()
- {
- Release();
- }
- 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);
- }
- ((ID3D11Buffer*)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();
- dynamic_ = dynamic;
- 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 (dynamic_)
- {
- void* hwData = MapBuffer(0, vertexCount_, true);
- if (hwData)
- {
- memcpy(hwData, data, vertexCount_ * vertexSize_);
- UnmapBuffer();
- }
- else
- return false;
- }
- else
- {
- D3D11_BOX destBox;
- destBox.left = 0;
- destBox.right = vertexCount_ * vertexSize_;
- destBox.top = 0;
- destBox.bottom = 1;
- destBox.front = 0;
- destBox.back = 1;
- graphics_->GetImpl()->GetDeviceContext()->UpdateSubresource((ID3D11Buffer*)object_, 0, &destBox, data, 0, 0);
- }
- }
- 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 (dynamic_)
- {
- void* hwData = MapBuffer(start, count, discard);
- if (hwData)
- {
- memcpy(hwData, data, count * vertexSize_);
- UnmapBuffer();
- }
- else
- return false;
- }
- else
- {
- D3D11_BOX destBox;
- destBox.left = start * vertexSize_;
- destBox.right = destBox.left + count * vertexSize_;
- destBox.top = 0;
- destBox.bottom = 1;
- destBox.front = 0;
- destBox.back = 1;
- graphics_->GetImpl()->GetDeviceContext()->UpdateSubresource((ID3D11Buffer*)object_, 0, &destBox, data, 0, 0);
- }
- }
- 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_ && dynamic_)
- 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;
- }
- }
- 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_)
- {
- D3D11_BUFFER_DESC bufferDesc;
- memset(&bufferDesc, 0, sizeof bufferDesc);
- bufferDesc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
- bufferDesc.CPUAccessFlags = dynamic_ ? D3D11_CPU_ACCESS_WRITE : 0;
- bufferDesc.Usage = dynamic_ ? D3D11_USAGE_DYNAMIC : D3D11_USAGE_DEFAULT;
- bufferDesc.ByteWidth = (UINT)(vertexCount_ * vertexSize_);
- graphics_->GetImpl()->GetDevice()->CreateBuffer(&bufferDesc, 0, (ID3D11Buffer**)&object_);
- if (!object_)
- {
- LOGERROR("Failed to 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_)
- {
- D3D11_MAPPED_SUBRESOURCE mappedData;
- mappedData.pData = 0;
- graphics_->GetImpl()->GetDeviceContext()->Map((ID3D11Buffer*)object_, 0, discard ? D3D11_MAP_WRITE_DISCARD :
- D3D11_MAP_WRITE, 0, &mappedData);
- hwData = mappedData.pData;
- if (!hwData)
- LOGERROR("Failed to map vertex buffer");
- else
- lockState_ = LOCK_HARDWARE;
- }
- return hwData;
- }
- void VertexBuffer::UnmapBuffer()
- {
- if (object_ && lockState_ == LOCK_HARDWARE)
- {
- graphics_->GetImpl()->GetDeviceContext()->Unmap((ID3D11Buffer*)object_, 0);
- lockState_ = LOCK_NONE;
- }
- }
- }
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