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BsD3D11GpuBuffer.cpp 6.0 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11GpuBuffer.h"
  4. #include "BsD3D11GpuBufferView.h"
  5. #include "BsD3D11RenderAPI.h"
  6. #include "BsD3D11HardwareBuffer.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsD3D11Mappings.h"
  9. #include "Profiling/BsRenderStats.h"
  10. #include "Error/BsException.h"
  11. namespace bs { namespace ct
  12. {
  13. D3D11GpuBuffer::D3D11GpuBuffer(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask)
  14. : GpuBuffer(desc, deviceMask), mBuffer(nullptr)
  15. {
  16. if (desc.type != GBT_STANDARD)
  17. assert(desc.format == BF_UNKNOWN && "Format must be set to BF_UNKNOWN when using non-standard buffers");
  18. else
  19. assert(desc.elementSize == 0 && "No element size can be provided for standard buffer. Size is determined from format.");
  20. assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on DirectX 11.");
  21. }
  22. D3D11GpuBuffer::~D3D11GpuBuffer()
  23. {
  24. bs_delete(mBuffer);
  25. clearBufferViews();
  26. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuBuffer);
  27. }
  28. void D3D11GpuBuffer::initialize()
  29. {
  30. D3D11HardwareBuffer::BufferType bufferType;
  31. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  32. const GpuBufferProperties& props = getProperties();
  33. switch (props.getType())
  34. {
  35. case GBT_STANDARD:
  36. bufferType = D3D11HardwareBuffer::BT_STANDARD;
  37. break;
  38. case GBT_STRUCTURED:
  39. bufferType = D3D11HardwareBuffer::BT_STRUCTURED;
  40. break;
  41. case GBT_RAW:
  42. bufferType = D3D11HardwareBuffer::BT_RAW;
  43. break;
  44. case GBT_INDIRECTARGUMENT:
  45. bufferType = D3D11HardwareBuffer::BT_INDIRECTARGUMENT;
  46. break;
  47. case GBT_APPENDCONSUME:
  48. bufferType = D3D11HardwareBuffer::BT_APPENDCONSUME;
  49. break;
  50. default:
  51. BS_EXCEPT(InvalidParametersException, "Unsupported buffer type " + toString(props.getType()));
  52. }
  53. mBuffer = bs_new<D3D11HardwareBuffer>(bufferType, props.getUsage(), props.getElementCount(), props.getElementSize(),
  54. d3d11rs->getPrimaryDevice(), false, false, props.getRandomGpuWrite(), props.getUseCounter());
  55. SPtr<D3D11GpuBuffer> thisPtr = std::static_pointer_cast<D3D11GpuBuffer>(getThisPtr());
  56. UINT32 usage = GVU_DEFAULT;
  57. if (props.getRandomGpuWrite())
  58. usage |= GVU_RANDOMWRITE;
  59. // Keep a single view of the entire buffer, we don't support views of sub-sets (yet)
  60. mBufferView = requestView(thisPtr, 0, props.getElementCount(), (GpuViewUsage)usage);
  61. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuBuffer);
  62. GpuBuffer::initialize();
  63. }
  64. void* D3D11GpuBuffer::lock(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx)
  65. {
  66. #if BS_PROFILING_ENABLED
  67. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  68. {
  69. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  70. }
  71. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  72. {
  73. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  74. }
  75. #endif
  76. return mBuffer->lock(offset, length, options);
  77. }
  78. void D3D11GpuBuffer::unlock()
  79. {
  80. mBuffer->unlock();
  81. }
  82. void D3D11GpuBuffer::readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx, UINT32 queueIdx)
  83. {
  84. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  85. mBuffer->readData(offset, length, dest);
  86. }
  87. void D3D11GpuBuffer::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags,
  88. UINT32 queueIdx)
  89. {
  90. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  91. mBuffer->writeData(offset, length, source, writeFlags);
  92. }
  93. void D3D11GpuBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length,
  94. bool discardWholeBuffer, const SPtr<CommandBuffer>& commandBuffer)
  95. {
  96. D3D11GpuBuffer* d3d11SrcBuffer = static_cast<D3D11GpuBuffer*>(&srcBuffer);
  97. mBuffer->copyData(*d3d11SrcBuffer->mBuffer, srcOffset, dstOffset, length, discardWholeBuffer, commandBuffer);
  98. }
  99. ID3D11Buffer* D3D11GpuBuffer::getDX11Buffer() const
  100. {
  101. return mBuffer->getD3DBuffer();
  102. }
  103. GpuBufferView* D3D11GpuBuffer::requestView(const SPtr<D3D11GpuBuffer>& buffer, UINT32 firstElement,
  104. UINT32 numElements, GpuViewUsage usage)
  105. {
  106. const auto& props = buffer->getProperties();
  107. GPU_BUFFER_VIEW_DESC key;
  108. key.firstElement = firstElement;
  109. key.elementWidth = props.getElementSize();
  110. key.numElements = numElements;
  111. key.usage = usage;
  112. key.format = props.getFormat();
  113. key.useCounter = props.getUseCounter();
  114. auto iterFind = buffer->mBufferViews.find(key);
  115. if (iterFind == buffer->mBufferViews.end())
  116. {
  117. GpuBufferView* newView = bs_new<GpuBufferView>();
  118. newView->initialize(buffer, key);
  119. buffer->mBufferViews[key] = bs_new<GpuBufferReference>(newView);
  120. iterFind = buffer->mBufferViews.find(key);
  121. }
  122. iterFind->second->refCount++;
  123. return iterFind->second->view;
  124. }
  125. void D3D11GpuBuffer::releaseView(GpuBufferView* view)
  126. {
  127. SPtr<D3D11GpuBuffer> buffer = view->getBuffer();
  128. auto iterFind = buffer->mBufferViews.find(view->getDesc());
  129. if (iterFind == buffer->mBufferViews.end())
  130. {
  131. BS_EXCEPT(InternalErrorException, "Trying to release a buffer view that doesn't exist!");
  132. }
  133. iterFind->second->refCount--;
  134. if (iterFind->second->refCount == 0)
  135. {
  136. GpuBufferReference* toRemove = iterFind->second;
  137. buffer->mBufferViews.erase(iterFind);
  138. if (toRemove->view != nullptr)
  139. bs_delete(toRemove->view);
  140. bs_delete(toRemove);
  141. }
  142. }
  143. void D3D11GpuBuffer::clearBufferViews()
  144. {
  145. for (auto iter = mBufferViews.begin(); iter != mBufferViews.end(); ++iter)
  146. {
  147. if (iter->second->view != nullptr)
  148. bs_delete(iter->second->view);
  149. bs_delete(iter->second);
  150. }
  151. mBufferViews.clear();
  152. }
  153. ID3D11ShaderResourceView* D3D11GpuBuffer::getSRV() const
  154. {
  155. return mBufferView->getSRV();
  156. }
  157. ID3D11UnorderedAccessView* D3D11GpuBuffer::getUAV() const
  158. {
  159. return mBufferView->getUAV();
  160. }
  161. }}