OgreD3D9HardwareIndexBuffer.cpp 12 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337338339340341342343344345346347348349350351352
  1. /*
  2. -----------------------------------------------------------------------------
  3. This source file is part of OGRE
  4. (Object-oriented Graphics Rendering Engine)
  5. For the latest info, see http://www.ogre3d.org/
  6. Copyright (c) 2000-2011 Torus Knot Software Ltd
  7. Permission is hereby granted, free of charge, to any person obtaining a copy
  8. of this software and associated documentation files (the "Software"), to deal
  9. in the Software without restriction, including without limitation the rights
  10. to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  11. copies of the Software, and to permit persons to whom the Software is
  12. furnished to do so, subject to the following conditions:
  13. The above copyright notice and this permission notice shall be included in
  14. all copies or substantial portions of the Software.
  15. THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  16. IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  17. FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  18. AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  19. LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  20. OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  21. THE SOFTWARE.
  22. ----------------------------------------------------------------------------
  23. */
  24. #include "OgreD3D9HardwareIndexBuffer.h"
  25. #include "OgreD3D9Mappings.h"
  26. #include "OgreException.h"
  27. #include "OgreD3D9HardwareBufferManager.h"
  28. #include "OgreD3D9RenderSystem.h"
  29. #include "OgreD3D9Device.h"
  30. #include "OgreD3D9ResourceManager.h"
  31. namespace Ogre {
  32. //---------------------------------------------------------------------
  33. D3D9HardwareIndexBuffer::D3D9HardwareIndexBuffer(HardwareBufferManagerBase* mgr, HardwareIndexBuffer::IndexType idxType,
  34. size_t numIndexes, HardwareBuffer::Usage usage,
  35. bool useSystemMemory, bool useShadowBuffer)
  36. : HardwareIndexBuffer(mgr, idxType, numIndexes, usage, useSystemMemory, useShadowBuffer)
  37. {
  38. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  39. D3DPOOL eResourcePool;
  40. #if OGRE_D3D_MANAGE_BUFFERS
  41. eResourcePool = useSystemMemory? D3DPOOL_SYSTEMMEM :
  42. // If not system mem, use managed pool UNLESS buffer is discardable
  43. // if discardable, keeping the software backing is expensive
  44. (usage & HardwareBuffer::HBU_DISCARDABLE)? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
  45. #else
  46. eResourcePool = useSystemMemory? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT;
  47. #endif
  48. // Set the desired memory pool.
  49. mBufferDesc.Pool = eResourcePool;
  50. // Allocate the system memory buffer.
  51. mSystemMemoryBuffer = new char [getSizeInBytes()];
  52. memset(mSystemMemoryBuffer, 0, getSizeInBytes());
  53. // Case we have to create this buffer resource on loading.
  54. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  55. {
  56. for (uint i = 0; i < D3D9RenderSystem::getResourceCreationDeviceCount(); ++i)
  57. {
  58. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getResourceCreationDevice(i);
  59. createBuffer(d3d9Device, mBufferDesc.Pool);
  60. }
  61. }
  62. }
  63. //---------------------------------------------------------------------
  64. D3D9HardwareIndexBuffer::~D3D9HardwareIndexBuffer()
  65. {
  66. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  67. DeviceToBufferResourcesIterator it = mMapDeviceToBufferResources.begin();
  68. while (it != mMapDeviceToBufferResources.end())
  69. {
  70. SAFE_RELEASE(it->second->mBuffer);
  71. SAFE_DELETE(it->second);
  72. ++it;
  73. }
  74. mMapDeviceToBufferResources.clear();
  75. SAFE_DELETE_ARRAY(mSystemMemoryBuffer);
  76. }
  77. //---------------------------------------------------------------------
  78. void* D3D9HardwareIndexBuffer::lockImpl(size_t offset,
  79. size_t length, LockOptions options)
  80. {
  81. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  82. if (options != HBL_READ_ONLY)
  83. {
  84. DeviceToBufferResourcesIterator it = mMapDeviceToBufferResources.begin();
  85. while (it != mMapDeviceToBufferResources.end())
  86. {
  87. BufferResources* bufferResources = it->second;
  88. bufferResources->mOutOfDate = true;
  89. if(bufferResources->mLockLength > 0)
  90. {
  91. size_t highPoint = std::max( offset + length,
  92. bufferResources->mLockOffset + bufferResources->mLockLength );
  93. bufferResources->mLockOffset = std::min( bufferResources->mLockOffset, offset );
  94. bufferResources->mLockLength = highPoint - bufferResources->mLockOffset;
  95. }
  96. else
  97. {
  98. if (offset < bufferResources->mLockOffset)
  99. bufferResources->mLockOffset = offset;
  100. if (length > bufferResources->mLockLength)
  101. bufferResources->mLockLength = length;
  102. }
  103. if (bufferResources->mLockOptions != HBL_DISCARD)
  104. bufferResources->mLockOptions = options;
  105. ++it;
  106. }
  107. }
  108. return mSystemMemoryBuffer + offset;
  109. }
  110. //---------------------------------------------------------------------
  111. void D3D9HardwareIndexBuffer::unlockImpl(void)
  112. {
  113. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  114. DeviceToBufferResourcesIterator it = mMapDeviceToBufferResources.begin();
  115. // TODO PORT - nextFrameNumber will always be 0 for now. This has potential for errors, so make sure to add a frame counting method before port is done
  116. //uint nextFrameNumber = Root::getSingleton().getNextFrameNumber();
  117. uint nextFrameNumber = 0;
  118. while (it != mMapDeviceToBufferResources.end())
  119. {
  120. BufferResources* bufferResources = it->second;
  121. if (bufferResources->mOutOfDate &&
  122. bufferResources->mBuffer != NULL &&
  123. nextFrameNumber - bufferResources->mLastUsedFrame <= 1)
  124. updateBufferResources(mSystemMemoryBuffer, bufferResources);
  125. ++it;
  126. }
  127. }
  128. //---------------------------------------------------------------------
  129. void D3D9HardwareIndexBuffer::readData(size_t offset, size_t length,
  130. void* pDest)
  131. {
  132. // There is no functional interface in D3D, just do via manual
  133. // lock, copy & unlock
  134. void* pSrc = this->lock(offset, length, HardwareBuffer::HBL_READ_ONLY);
  135. memcpy(pDest, pSrc, length);
  136. this->unlock();
  137. }
  138. //---------------------------------------------------------------------
  139. void D3D9HardwareIndexBuffer::writeData(size_t offset, size_t length,
  140. const void* pSource,
  141. bool discardWholeBuffer)
  142. {
  143. // There is no functional interface in D3D, just do via manual
  144. // lock, copy & unlock
  145. void* pDst = this->lock(offset, length,
  146. discardWholeBuffer ? HardwareBuffer::HBL_DISCARD : HardwareBuffer::HBL_NORMAL);
  147. memcpy(pDst, pSource, length);
  148. this->unlock();
  149. }
  150. //---------------------------------------------------------------------
  151. void D3D9HardwareIndexBuffer::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  152. {
  153. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  154. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  155. createBuffer(d3d9Device, mBufferDesc.Pool);
  156. }
  157. //---------------------------------------------------------------------
  158. void D3D9HardwareIndexBuffer::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  159. {
  160. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  161. DeviceToBufferResourcesIterator it = mMapDeviceToBufferResources.find(d3d9Device);
  162. if (it != mMapDeviceToBufferResources.end())
  163. {
  164. SAFE_RELEASE(it->second->mBuffer);
  165. SAFE_DELETE(it->second);
  166. mMapDeviceToBufferResources.erase(it);
  167. }
  168. }
  169. //---------------------------------------------------------------------
  170. void D3D9HardwareIndexBuffer::notifyOnDeviceLost(IDirect3DDevice9* d3d9Device)
  171. {
  172. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  173. if (mBufferDesc.Pool == D3DPOOL_DEFAULT)
  174. {
  175. DeviceToBufferResourcesIterator it = mMapDeviceToBufferResources.find(d3d9Device);
  176. if (it != mMapDeviceToBufferResources.end())
  177. {
  178. SAFE_RELEASE(it->second->mBuffer);
  179. }
  180. }
  181. }
  182. //---------------------------------------------------------------------
  183. void D3D9HardwareIndexBuffer::notifyOnDeviceReset(IDirect3DDevice9* d3d9Device)
  184. {
  185. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  186. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  187. createBuffer(d3d9Device, mBufferDesc.Pool);
  188. }
  189. //---------------------------------------------------------------------
  190. void D3D9HardwareIndexBuffer::createBuffer(IDirect3DDevice9* d3d9Device, D3DPOOL ePool)
  191. {
  192. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  193. BufferResources* bufferResources;
  194. HRESULT hr;
  195. DeviceToBufferResourcesIterator it;
  196. // Find the vertex buffer of this device.
  197. it = mMapDeviceToBufferResources.find(d3d9Device);
  198. if (it != mMapDeviceToBufferResources.end())
  199. {
  200. bufferResources = it->second;
  201. SAFE_RELEASE(bufferResources->mBuffer);
  202. }
  203. else
  204. {
  205. bufferResources = new BufferResources;
  206. mMapDeviceToBufferResources[d3d9Device] = bufferResources;
  207. }
  208. bufferResources->mBuffer = NULL;
  209. bufferResources->mOutOfDate = true;
  210. bufferResources->mLockOffset = 0;
  211. bufferResources->mLockLength = getSizeInBytes();
  212. bufferResources->mLockOptions = HBL_NORMAL;
  213. // TODO PORT - I don't know current frame number. Once I add a method for counting frames call it here
  214. //bufferResources->mLastUsedFrame = Root::getSingleton().getNextFrameNumber();
  215. bufferResources->mLastUsedFrame = 0;
  216. // Create the Index buffer
  217. hr = d3d9Device->CreateIndexBuffer(
  218. static_cast<UINT>(mSizeInBytes),
  219. D3D9Mappings::get(mUsage),
  220. D3D9Mappings::get(mIndexType),
  221. ePool,
  222. &bufferResources->mBuffer,
  223. NULL
  224. );
  225. if (FAILED(hr))
  226. {
  227. String msg = DXGetErrorDescription(hr);
  228. OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
  229. "Cannot create D3D9 Index buffer: " + msg,
  230. "D3D9HardwareIndexBuffer::createBuffer");
  231. }
  232. hr = bufferResources->mBuffer->GetDesc(&mBufferDesc);
  233. if (FAILED(hr))
  234. {
  235. String msg = DXGetErrorDescription(hr);
  236. OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
  237. "Cannot get D3D9 Index buffer desc: " + msg,
  238. "D3D9HardwareIndexBuffer::createBuffer");
  239. }
  240. }
  241. //---------------------------------------------------------------------
  242. IDirect3DIndexBuffer9* D3D9HardwareIndexBuffer::getD3DIndexBuffer(void)
  243. {
  244. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  245. DeviceToBufferResourcesIterator it;
  246. // Find the index buffer of this device.
  247. it = mMapDeviceToBufferResources.find(d3d9Device);
  248. // Case index buffer was not found for the current device -> create it.
  249. if (it == mMapDeviceToBufferResources.end() || it->second->mBuffer == NULL)
  250. {
  251. createBuffer(d3d9Device, mBufferDesc.Pool);
  252. it = mMapDeviceToBufferResources.find(d3d9Device);
  253. }
  254. if (it->second->mOutOfDate)
  255. updateBufferResources(mSystemMemoryBuffer, it->second);
  256. // TODO PORT - I don't know current frame number. Once I add a method for counting frames call it here
  257. //it->second->mLastUsedFrame = Root::getSingleton().getNextFrameNumber();
  258. it->second->mLastUsedFrame = 0;
  259. return it->second->mBuffer;
  260. }
  261. //---------------------------------------------------------------------
  262. bool D3D9HardwareIndexBuffer::updateBufferResources(const char* systemMemoryBuffer,
  263. BufferResources* bufferResources)
  264. {
  265. assert(bufferResources != NULL);
  266. assert(bufferResources->mBuffer != NULL);
  267. assert(bufferResources->mOutOfDate);
  268. void* dstBytes;
  269. HRESULT hr;
  270. // Lock the buffer.
  271. hr = bufferResources->mBuffer->Lock(
  272. static_cast<UINT>(bufferResources->mLockOffset),
  273. static_cast<UINT>(bufferResources->mLockLength),
  274. &dstBytes,
  275. D3D9Mappings::get(bufferResources->mLockOptions, mUsage));
  276. if (FAILED(hr))
  277. {
  278. String msg = DXGetErrorDescription(hr);
  279. OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
  280. "Cannot lock D3D9 vertex buffer: " + msg,
  281. "D3D9HardwareIndexBuffer::updateBufferResources");
  282. }
  283. memcpy(dstBytes, systemMemoryBuffer + bufferResources->mLockOffset, bufferResources->mLockLength);
  284. // Unlock the buffer.
  285. hr = bufferResources->mBuffer->Unlock();
  286. if (FAILED(hr))
  287. {
  288. String msg = DXGetErrorDescription(hr);
  289. OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR,
  290. "Cannot unlock D3D9 vertex buffer: " + msg,
  291. "D3D9HardwareIndexBuffer::updateBufferResources");
  292. }
  293. bufferResources->mOutOfDate = false;
  294. bufferResources->mLockOffset = mSizeInBytes;
  295. bufferResources->mLockLength = 0;
  296. bufferResources->mLockOptions = HBL_NORMAL;
  297. return true;
  298. }
  299. }