BsD3D9IndexBuffer.cpp 8.8 KB

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  1. #include "BsD3D9IndexBuffer.h"
  2. #include "BsD3D9Mappings.h"
  3. #include "BsException.h"
  4. #include "BsD3D9HardwareBufferManager.h"
  5. #include "BsD3D9RenderAPI.h"
  6. #include "BsD3D9Device.h"
  7. #include "BsD3D9ResourceManager.h"
  8. #include "BsRenderStats.h"
  9. namespace BansheeEngine
  10. {
  11. D3D9IndexBufferCore::D3D9IndexBufferCore(IndexType idxType, UINT32 numIndexes, GpuBufferUsage usage)
  12. : IndexBufferCore(idxType, numIndexes, usage), mSystemMemoryBuffer(nullptr)
  13. { }
  14. D3D9IndexBufferCore::~D3D9IndexBufferCore()
  15. {
  16. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  17. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  18. {
  19. BufferResources* bufferResources = bufferResourcesPair.second;
  20. SAFE_RELEASE(bufferResources->mBuffer);
  21. if (bufferResources != nullptr)
  22. bs_delete(bufferResources);
  23. }
  24. mMapDeviceToBufferResources.clear();
  25. if (mSystemMemoryBuffer != nullptr)
  26. bs_free(mSystemMemoryBuffer);
  27. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_IndexBuffer);
  28. }
  29. void D3D9IndexBufferCore::initialize()
  30. {
  31. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  32. // Set the desired memory pool.
  33. mBufferDesc.Pool = mSystemMemory ? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT;
  34. // Allocate the system memory buffer.
  35. mSystemMemoryBuffer = (UINT8*) bs_alloc(getSizeInBytes());
  36. memset(mSystemMemoryBuffer, 0, getSizeInBytes());
  37. // Case we have to create this buffer resource on loading.
  38. if (D3D9RenderAPI::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  39. {
  40. for (UINT32 i = 0; i < D3D9RenderAPI::getResourceCreationDeviceCount(); ++i)
  41. {
  42. IDirect3DDevice9* d3d9Device = D3D9RenderAPI::getResourceCreationDevice(i);
  43. createBuffer(d3d9Device, mBufferDesc.Pool);
  44. }
  45. }
  46. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_IndexBuffer);
  47. IndexBufferCore::initialize();
  48. }
  49. void* D3D9IndexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  50. {
  51. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  52. #if BS_PROFILING_ENABLED
  53. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  54. {
  55. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer);
  56. }
  57. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  58. {
  59. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer);
  60. }
  61. #endif
  62. if (options != GBL_READ_ONLY)
  63. {
  64. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  65. {
  66. BufferResources* bufferResources = bufferResourcesPair.second;
  67. bufferResources->mOutOfDate = true;
  68. if(bufferResources->mLockLength > 0)
  69. {
  70. UINT32 highPoint = std::max(offset + length,
  71. bufferResources->mLockOffset + bufferResources->mLockLength);
  72. bufferResources->mLockOffset = std::min(bufferResources->mLockOffset, offset);
  73. bufferResources->mLockLength = highPoint - bufferResources->mLockOffset;
  74. }
  75. else
  76. {
  77. if (offset < bufferResources->mLockOffset)
  78. bufferResources->mLockOffset = offset;
  79. if (length > bufferResources->mLockLength)
  80. bufferResources->mLockLength = length;
  81. }
  82. if (bufferResources->mLockOptions != GBL_WRITE_ONLY_DISCARD)
  83. bufferResources->mLockOptions = options;
  84. }
  85. }
  86. return mSystemMemoryBuffer + offset;
  87. }
  88. void D3D9IndexBufferCore::unlockImpl()
  89. {
  90. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  91. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  92. {
  93. BufferResources* bufferResources = bufferResourcesPair.second;
  94. if (bufferResources->mOutOfDate && bufferResources->mBuffer != nullptr)
  95. updateBufferResources(mSystemMemoryBuffer, bufferResources);
  96. }
  97. }
  98. void D3D9IndexBufferCore::readData(UINT32 offset, UINT32 length, void* dest)
  99. {
  100. void* pSrc = this->lock(offset, length, GBL_READ_ONLY);
  101. memcpy(dest, pSrc, length);
  102. this->unlock();
  103. }
  104. void D3D9IndexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags)
  105. {
  106. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  107. if(writeFlags == BufferWriteType::Discard)
  108. lockOption = GBL_WRITE_ONLY_DISCARD;
  109. else if(writeFlags == BufferWriteType::NoOverwrite)
  110. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  111. void* pDst = this->lock(offset, length, lockOption);
  112. memcpy(pDst, source, length);
  113. this->unlock();
  114. }
  115. void D3D9IndexBufferCore::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  116. {
  117. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  118. if (D3D9RenderAPI::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  119. createBuffer(d3d9Device, mBufferDesc.Pool);
  120. }
  121. void D3D9IndexBufferCore::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  122. {
  123. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  124. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  125. if (iterFind != mMapDeviceToBufferResources.end())
  126. {
  127. SAFE_RELEASE(iterFind->second->mBuffer);
  128. if(iterFind->second != nullptr)
  129. bs_delete(iterFind->second);
  130. mMapDeviceToBufferResources.erase(iterFind);
  131. }
  132. }
  133. void D3D9IndexBufferCore::notifyOnDeviceLost(IDirect3DDevice9* d3d9Device)
  134. {
  135. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  136. if (mBufferDesc.Pool == D3DPOOL_DEFAULT)
  137. {
  138. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  139. if (iterFind != mMapDeviceToBufferResources.end())
  140. {
  141. SAFE_RELEASE(iterFind->second->mBuffer);
  142. }
  143. }
  144. }
  145. void D3D9IndexBufferCore::notifyOnDeviceReset(IDirect3DDevice9* d3d9Device)
  146. {
  147. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  148. if (mBufferDesc.Pool == D3DPOOL_DEFAULT)
  149. {
  150. if (D3D9RenderAPI::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  151. createBuffer(d3d9Device, mBufferDesc.Pool);
  152. }
  153. }
  154. void D3D9IndexBufferCore::createBuffer(IDirect3DDevice9* d3d9Device, D3DPOOL pool)
  155. {
  156. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  157. BufferResources* bufferResources;
  158. HRESULT hr;
  159. // Find the vertex buffer of this device.
  160. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  161. if (iterFind != mMapDeviceToBufferResources.end())
  162. {
  163. bufferResources = iterFind->second;
  164. SAFE_RELEASE(bufferResources->mBuffer);
  165. }
  166. else
  167. {
  168. bufferResources = bs_new<BufferResources>();
  169. mMapDeviceToBufferResources[d3d9Device] = bufferResources;
  170. }
  171. bufferResources->mBuffer = nullptr;
  172. bufferResources->mOutOfDate = true;
  173. bufferResources->mLockOffset = 0;
  174. bufferResources->mLockLength = getSizeInBytes();
  175. bufferResources->mLockOptions = GBL_READ_WRITE;
  176. // Create the Index buffer
  177. hr = d3d9Device->CreateIndexBuffer(
  178. static_cast<UINT>(mSizeInBytes),
  179. D3D9Mappings::get(mUsage),
  180. D3D9Mappings::get(mProperties.getType()),
  181. pool,
  182. &bufferResources->mBuffer,
  183. nullptr
  184. );
  185. if (FAILED(hr))
  186. {
  187. String msg = DXGetErrorDescription(hr);
  188. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 Index buffer: " + msg);
  189. }
  190. hr = bufferResources->mBuffer->GetDesc(&mBufferDesc);
  191. if (FAILED(hr))
  192. {
  193. String msg = DXGetErrorDescription(hr);
  194. BS_EXCEPT(RenderingAPIException, "Cannot get D3D9 Index buffer desc: " + msg);
  195. }
  196. }
  197. IDirect3DIndexBuffer9* D3D9IndexBufferCore::getD3DIndexBuffer()
  198. {
  199. IDirect3DDevice9* d3d9Device = D3D9RenderAPI::getActiveD3D9Device();
  200. // Find the index buffer of this device.
  201. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  202. // Case index buffer was not found for the current device -> create it.
  203. if (iterFind == mMapDeviceToBufferResources.end() || iterFind->second->mBuffer == nullptr)
  204. {
  205. createBuffer(d3d9Device, mBufferDesc.Pool);
  206. iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  207. }
  208. if (iterFind->second->mOutOfDate)
  209. updateBufferResources(mSystemMemoryBuffer, iterFind->second);
  210. return iterFind->second->mBuffer;
  211. }
  212. bool D3D9IndexBufferCore::updateBufferResources(const UINT8* systemMemoryBuffer, BufferResources* bufferResources)
  213. {
  214. assert(bufferResources != nullptr);
  215. assert(bufferResources->mBuffer != nullptr);
  216. assert(bufferResources->mOutOfDate);
  217. if (bufferResources->mLockLength != 0)
  218. {
  219. void* dstBytes;
  220. HRESULT hr;
  221. // Lock the buffer.
  222. hr = bufferResources->mBuffer->Lock(
  223. static_cast<UINT>(bufferResources->mLockOffset),
  224. static_cast<UINT>(bufferResources->mLockLength),
  225. &dstBytes,
  226. D3D9Mappings::get(bufferResources->mLockOptions, mUsage));
  227. if (FAILED(hr))
  228. {
  229. String msg = DXGetErrorDescription(hr);
  230. BS_EXCEPT(RenderingAPIException, "Cannot lock D3D9 vertex buffer: " + msg);
  231. }
  232. memcpy(dstBytes, systemMemoryBuffer + bufferResources->mLockOffset, bufferResources->mLockLength);
  233. // Unlock the buffer.
  234. hr = bufferResources->mBuffer->Unlock();
  235. if (FAILED(hr))
  236. {
  237. String msg = DXGetErrorDescription(hr);
  238. BS_EXCEPT(RenderingAPIException, "Cannot unlock D3D9 vertex buffer: " + msg);
  239. }
  240. }
  241. bufferResources->mOutOfDate = false;
  242. bufferResources->mLockOffset = mSizeInBytes;
  243. bufferResources->mLockLength = 0;
  244. bufferResources->mLockOptions = GBL_READ_WRITE;
  245. return true;
  246. }
  247. }