BsD3D11GpuBuffer.cpp 5.9 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 "BsRenderStats.h"
  10. #include "BsException.h"
  11. namespace bs
  12. {
  13. D3D11GpuBufferCore::D3D11GpuBufferCore(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask)
  14. : GpuBufferCore(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. 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 = 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, UINT32 deviceIdx, UINT32 queueIdx)
  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* dest, UINT32 deviceIdx, UINT32 queueIdx)
  81. {
  82. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  83. mBuffer->readData(offset, length, dest);
  84. }
  85. void D3D11GpuBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags,
  86. UINT32 queueIdx)
  87. {
  88. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  89. mBuffer->writeData(offset, length, source, writeFlags);
  90. }
  91. void D3D11GpuBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset,
  92. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer, UINT32 queueIdx)
  93. {
  94. D3D11GpuBufferCore* d3d11SrcBuffer = static_cast<D3D11GpuBufferCore*>(&srcBuffer);
  95. mBuffer->copyData(*d3d11SrcBuffer->mBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  96. }
  97. ID3D11Buffer* D3D11GpuBufferCore::getDX11Buffer() const
  98. {
  99. return mBuffer->getD3DBuffer();
  100. }
  101. GpuBufferView* D3D11GpuBufferCore::requestView(const SPtr<D3D11GpuBufferCore>& buffer, UINT32 firstElement,
  102. UINT32 numElements, GpuViewUsage usage)
  103. {
  104. const auto& props = buffer->getProperties();
  105. GPU_BUFFER_VIEW_DESC key;
  106. key.firstElement = firstElement;
  107. key.elementWidth = props.getElementSize();
  108. key.numElements = numElements;
  109. key.usage = usage;
  110. key.format = props.getFormat();
  111. key.useCounter = props.getUseCounter();
  112. auto iterFind = buffer->mBufferViews.find(key);
  113. if (iterFind == buffer->mBufferViews.end())
  114. {
  115. GpuBufferView* newView = bs_new<GpuBufferView>();
  116. newView->initialize(buffer, key);
  117. buffer->mBufferViews[key] = bs_new<GpuBufferReference>(newView);
  118. iterFind = buffer->mBufferViews.find(key);
  119. }
  120. iterFind->second->refCount++;
  121. return iterFind->second->view;
  122. }
  123. void D3D11GpuBufferCore::releaseView(GpuBufferView* view)
  124. {
  125. SPtr<D3D11GpuBufferCore> buffer = view->getBuffer();
  126. auto iterFind = buffer->mBufferViews.find(view->getDesc());
  127. if (iterFind == buffer->mBufferViews.end())
  128. {
  129. BS_EXCEPT(InternalErrorException, "Trying to release a buffer view that doesn't exist!");
  130. }
  131. iterFind->second->refCount--;
  132. if (iterFind->second->refCount == 0)
  133. {
  134. GpuBufferReference* toRemove = iterFind->second;
  135. buffer->mBufferViews.erase(iterFind);
  136. if (toRemove->view != nullptr)
  137. bs_delete(toRemove->view);
  138. bs_delete(toRemove);
  139. }
  140. }
  141. void D3D11GpuBufferCore::clearBufferViews()
  142. {
  143. for (auto iter = mBufferViews.begin(); iter != mBufferViews.end(); ++iter)
  144. {
  145. if (iter->second->view != nullptr)
  146. bs_delete(iter->second->view);
  147. bs_delete(iter->second);
  148. }
  149. mBufferViews.clear();
  150. }
  151. ID3D11ShaderResourceView* D3D11GpuBufferCore::getSRV() const
  152. {
  153. return mBufferView->getSRV();
  154. }
  155. ID3D11UnorderedAccessView* D3D11GpuBufferCore::getUAV() const
  156. {
  157. return mBufferView->getUAV();
  158. }
  159. }