BsD3D11GpuBuffer.cpp 4.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142
  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 "BsRenderStats.h"
  10. #include "BsException.h"
  11. namespace BansheeEngine
  12. {
  13. D3D11GpuBufferCore::D3D11GpuBufferCore(UINT32 elementCount, UINT32 elementSize, GpuBufferType type,
  14. GpuBufferFormat format, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
  15. : GpuBufferCore(elementCount, elementSize, type, format, usage, randomGpuWrite, useCounter), mBuffer(nullptr)
  16. {
  17. if (type != GBT_STANDARD)
  18. assert(format == BF_UNKNOWN && "Format must be set to BF_UNKNOWN when using non-standard buffers");
  19. else
  20. assert(elementSize == 0 && "No element size can be provided for standard buffer. Size is determined from format.");
  21. }
  22. D3D11GpuBufferCore::~D3D11GpuBufferCore()
  23. {
  24. bs_delete(mBuffer);
  25. clearBufferViews();
  26. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuBuffer);
  27. }
  28. void D3D11GpuBufferCore::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. case GBT_STRUCTURED:
  37. bufferType = D3D11HardwareBuffer::BT_STRUCTURED;
  38. break;
  39. case GBT_RAW:
  40. bufferType = D3D11HardwareBuffer::BT_RAW;
  41. break;
  42. case GBT_INDIRECTARGUMENT:
  43. bufferType = D3D11HardwareBuffer::BT_INDIRECTARGUMENT;
  44. break;
  45. case GBT_APPENDCONSUME:
  46. bufferType = D3D11HardwareBuffer::BT_APPENDCONSUME;
  47. break;
  48. default:
  49. BS_EXCEPT(InvalidParametersException, "Unsupported buffer type " + toString(props.getType()));
  50. }
  51. mBuffer = bs_new<D3D11HardwareBuffer>(bufferType, props.getUsage(), props.getElementCount(), props.getElementSize(),
  52. d3d11rs->getPrimaryDevice(), false, false, props.getRandomGpuWrite(), props.getUseCounter());
  53. SPtr<D3D11GpuBufferCore> thisPtr = std::static_pointer_cast<D3D11GpuBufferCore>(getThisPtr());
  54. UINT32 usage = GVU_DEFAULT;
  55. if (props.getRandomGpuWrite())
  56. usage |= GVU_RANDOMWRITE;
  57. // Keep a single view of the entire buffer, we don't support views of sub-sets (yet)
  58. mBufferView = static_cast<D3D11GpuBufferView*>(requestView(thisPtr, 0, props.getElementCount(), (GpuViewUsage)usage));
  59. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuBuffer);
  60. GpuBufferCore::initialize();
  61. }
  62. void* D3D11GpuBufferCore::lock(UINT32 offset, UINT32 length, GpuLockOptions options)
  63. {
  64. #if BS_PROFILING_ENABLED
  65. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  66. {
  67. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  68. }
  69. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  70. {
  71. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  72. }
  73. #endif
  74. return mBuffer->lock(offset, length, options);
  75. }
  76. void D3D11GpuBufferCore::unlock()
  77. {
  78. mBuffer->unlock();
  79. }
  80. void D3D11GpuBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
  81. {
  82. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  83. mBuffer->readData(offset, length, pDest);
  84. }
  85. void D3D11GpuBufferCore::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags)
  86. {
  87. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  88. mBuffer->writeData(offset, length, pSource, writeFlags);
  89. }
  90. void D3D11GpuBufferCore::copyData(GpuBufferCore& srcBuffer, UINT32 srcOffset,
  91. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  92. {
  93. D3D11GpuBufferCore* d3d11SrcBuffer = static_cast<D3D11GpuBufferCore*>(&srcBuffer);
  94. mBuffer->copyData(*d3d11SrcBuffer->mBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  95. }
  96. ID3D11Buffer* D3D11GpuBufferCore::getDX11Buffer() const
  97. {
  98. return mBuffer->getD3DBuffer();
  99. }
  100. GpuBufferView* D3D11GpuBufferCore::createView()
  101. {
  102. return bs_new<D3D11GpuBufferView>();
  103. }
  104. void D3D11GpuBufferCore::destroyView(GpuBufferView* view)
  105. {
  106. if(view != nullptr)
  107. bs_delete(view);
  108. }
  109. ID3D11ShaderResourceView* D3D11GpuBufferCore::getSRV() const
  110. {
  111. return mBufferView->getSRV();
  112. }
  113. ID3D11UnorderedAccessView* D3D11GpuBufferCore::getUAV() const
  114. {
  115. return mBufferView->getUAV();
  116. }
  117. }