BsD3D9VertexBuffer.cpp 8.8 KB

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  1. #include "BsD3D9VertexBuffer.h"
  2. #include "BsD3D9Mappings.h"
  3. #include "BsException.h"
  4. #include "BsD3D9HardwareBufferManager.h"
  5. #include "BsD3D9RenderSystem.h"
  6. #include "BsD3D9Device.h"
  7. #include "BsD3D9ResourceManager.h"
  8. #include "BsRenderStats.h"
  9. namespace BansheeEngine
  10. {
  11. D3D9VertexBufferCore::D3D9VertexBufferCore(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut)
  12. : VertexBufferCore(vertexSize, numVertices, usage, streamOut), mSystemMemoryBuffer(nullptr)
  13. { }
  14. void D3D9VertexBufferCore::initialize()
  15. {
  16. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  17. // Set the desired memory pool
  18. mBufferDesc.Pool = mSystemMemory ? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT;
  19. // Allocate the system memory buffer.
  20. mSystemMemoryBuffer = (UINT8*)bs_alloc(getSizeInBytes());
  21. memset(mSystemMemoryBuffer, 0, getSizeInBytes());
  22. // Case we have to create this buffer resource on loading.
  23. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  24. {
  25. for (UINT32 i = 0; i < D3D9RenderSystem::getResourceCreationDeviceCount(); ++i)
  26. {
  27. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getResourceCreationDevice(i);
  28. createBuffer(d3d9Device, mBufferDesc.Pool);
  29. }
  30. }
  31. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  32. VertexBufferCore::initialize();
  33. }
  34. void D3D9VertexBufferCore::destroy()
  35. {
  36. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  37. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  38. {
  39. BufferResources* bufferResources = bufferResourcesPair.second;
  40. SAFE_RELEASE(bufferResources->mBuffer);
  41. if (bufferResources != nullptr)
  42. bs_delete(bufferResources);
  43. }
  44. mMapDeviceToBufferResources.clear();
  45. if (mSystemMemoryBuffer != nullptr)
  46. bs_free(mSystemMemoryBuffer);
  47. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  48. VertexBufferCore::destroy();
  49. }
  50. void* D3D9VertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  51. {
  52. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  53. #if BS_PROFILING_ENABLED
  54. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  55. {
  56. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  57. }
  58. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  59. {
  60. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  61. }
  62. #endif
  63. if (options != GBL_READ_ONLY)
  64. {
  65. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  66. {
  67. BufferResources* bufferResources = bufferResourcesPair.second;
  68. bufferResources->mOutOfDate = true;
  69. if(bufferResources->mLockLength > 0)
  70. {
  71. UINT32 highPoint = std::max( offset + length,
  72. bufferResources->mLockOffset + bufferResources->mLockLength );
  73. bufferResources->mLockOffset = std::min( bufferResources->mLockOffset, offset );
  74. bufferResources->mLockLength = highPoint - bufferResources->mLockOffset;
  75. }
  76. else
  77. {
  78. if (offset < bufferResources->mLockOffset)
  79. bufferResources->mLockOffset = offset;
  80. if (length > bufferResources->mLockLength)
  81. bufferResources->mLockLength = length;
  82. }
  83. if (bufferResources->mLockOptions != GBL_WRITE_ONLY_DISCARD)
  84. bufferResources->mLockOptions = options;
  85. }
  86. }
  87. return mSystemMemoryBuffer + offset;
  88. }
  89. void D3D9VertexBufferCore::unlockImpl()
  90. {
  91. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  92. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  93. {
  94. BufferResources* bufferResources = bufferResourcesPair.second;
  95. if (bufferResources->mOutOfDate && bufferResources->mBuffer != nullptr)
  96. updateBufferResources(mSystemMemoryBuffer, bufferResources);
  97. }
  98. }
  99. void D3D9VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest)
  100. {
  101. void* pSrc = this->lock(offset, length, GBL_READ_ONLY);
  102. memcpy(dest, pSrc, length);
  103. this->unlock();
  104. }
  105. void D3D9VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source,
  106. BufferWriteType writeFlags)
  107. {
  108. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  109. if(writeFlags == BufferWriteType::Discard)
  110. lockOption = GBL_WRITE_ONLY_DISCARD;
  111. else if(writeFlags == BufferWriteType::NoOverwrite)
  112. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  113. void* pDst = this->lock(offset, length, lockOption);
  114. memcpy(pDst, source, length);
  115. this->unlock();
  116. }
  117. void D3D9VertexBufferCore::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  118. {
  119. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  120. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  121. createBuffer(d3d9Device, mBufferDesc.Pool);
  122. }
  123. void D3D9VertexBufferCore::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  124. {
  125. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  126. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  127. if (iterFind != mMapDeviceToBufferResources.end())
  128. {
  129. SAFE_RELEASE(iterFind->second->mBuffer);
  130. if(iterFind->second != nullptr)
  131. bs_delete(iterFind->second);
  132. mMapDeviceToBufferResources.erase(iterFind);
  133. }
  134. }
  135. void D3D9VertexBufferCore::notifyOnDeviceLost(IDirect3DDevice9* d3d9Device)
  136. {
  137. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  138. if (mBufferDesc.Pool == D3DPOOL_DEFAULT)
  139. {
  140. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  141. if (iterFind != mMapDeviceToBufferResources.end())
  142. {
  143. SAFE_RELEASE(iterFind->second->mBuffer);
  144. }
  145. }
  146. }
  147. void D3D9VertexBufferCore::notifyOnDeviceReset(IDirect3DDevice9* d3d9Device)
  148. {
  149. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  150. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  151. createBuffer(d3d9Device, mBufferDesc.Pool);
  152. }
  153. void D3D9VertexBufferCore::createBuffer(IDirect3DDevice9* d3d9Device, D3DPOOL ePool)
  154. {
  155. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  156. BufferResources* bufferResources;
  157. HRESULT hr;
  158. // Find the vertex buffer of this device.
  159. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  160. if (iterFind != mMapDeviceToBufferResources.end())
  161. {
  162. bufferResources = iterFind->second;
  163. SAFE_RELEASE(bufferResources->mBuffer);
  164. }
  165. else
  166. {
  167. bufferResources = bs_new<BufferResources>();
  168. mMapDeviceToBufferResources[d3d9Device] = bufferResources;
  169. }
  170. bufferResources->mBuffer = NULL;
  171. bufferResources->mOutOfDate = true;
  172. bufferResources->mLockOffset = 0;
  173. bufferResources->mLockLength = getSizeInBytes();
  174. bufferResources->mLockOptions = GBL_READ_WRITE;
  175. // Create the vertex buffer
  176. hr = d3d9Device->CreateVertexBuffer(
  177. static_cast<UINT>(mSizeInBytes),
  178. D3D9Mappings::get(mUsage),
  179. 0,
  180. ePool,
  181. &bufferResources->mBuffer,
  182. NULL);
  183. if (FAILED(hr))
  184. {
  185. String msg = DXGetErrorDescription(hr);
  186. BS_EXCEPT(RenderingAPIException, "Cannot restore D3D9 vertex buffer: " + msg);
  187. }
  188. hr = bufferResources->mBuffer->GetDesc(&mBufferDesc);
  189. if (FAILED(hr))
  190. {
  191. String msg = DXGetErrorDescription(hr);
  192. BS_EXCEPT(RenderingAPIException, "Cannot get D3D9 Vertex buffer desc: " + msg);
  193. }
  194. }
  195. IDirect3DVertexBuffer9* D3D9VertexBufferCore::getD3D9VertexBuffer()
  196. {
  197. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  198. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  199. // Case vertex buffer was not found for the current device -> create it.
  200. if (iterFind == mMapDeviceToBufferResources.end() || iterFind->second->mBuffer == nullptr)
  201. {
  202. createBuffer(d3d9Device, mBufferDesc.Pool);
  203. iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  204. }
  205. if (iterFind->second->mOutOfDate)
  206. updateBufferResources(mSystemMemoryBuffer, iterFind->second);
  207. return iterFind->second->mBuffer;
  208. }
  209. bool D3D9VertexBufferCore::updateBufferResources(const UINT8* systemMemoryBuffer, BufferResources* bufferResources)
  210. {
  211. assert(bufferResources != nullptr);
  212. assert(bufferResources->mBuffer != nullptr);
  213. assert(bufferResources->mOutOfDate);
  214. if (bufferResources->mLockLength != 0)
  215. {
  216. void* dstBytes;
  217. HRESULT hr;
  218. // Lock the buffer.
  219. hr = bufferResources->mBuffer->Lock(
  220. static_cast<UINT>(bufferResources->mLockOffset),
  221. static_cast<UINT>(bufferResources->mLockLength),
  222. &dstBytes,
  223. D3D9Mappings::get(bufferResources->mLockOptions, mUsage));
  224. if (FAILED(hr))
  225. {
  226. String msg = DXGetErrorDescription(hr);
  227. BS_EXCEPT(RenderingAPIException, "Cannot lock D3D9 vertex buffer: " + msg);
  228. }
  229. memcpy(dstBytes, systemMemoryBuffer + bufferResources->mLockOffset, bufferResources->mLockLength);
  230. // Unlock the buffer.
  231. hr = bufferResources->mBuffer->Unlock();
  232. if (FAILED(hr))
  233. {
  234. String msg = DXGetErrorDescription(hr);
  235. BS_EXCEPT(RenderingAPIException, "Cannot unlock D3D9 vertex buffer: " + msg);
  236. }
  237. }
  238. bufferResources->mOutOfDate = false;
  239. bufferResources->mLockOffset = mSizeInBytes;
  240. bufferResources->mLockLength = 0;
  241. bufferResources->mLockOptions = GBL_READ_WRITE;
  242. return true;
  243. }
  244. }