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 "BsD3D9RenderSystem.h"
  6. #include "BsD3D9Device.h"
  7. #include "BsD3D9ResourceManager.h"
  8. #include "BsRenderStats.h"
  9. namespace BansheeEngine
  10. {
  11. D3D9IndexBuffer::D3D9IndexBuffer(IndexBuffer::IndexType idxType, UINT32 numIndexes, GpuBufferUsage usage, bool useSystemMemory)
  12. : IndexBuffer(idxType, numIndexes, usage, useSystemMemory)
  13. { }
  14. D3D9IndexBuffer::~D3D9IndexBuffer()
  15. { }
  16. void D3D9IndexBuffer::initialize_internal()
  17. {
  18. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  19. // Set the desired memory pool.
  20. mBufferDesc.Pool = mSystemMemory ? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT;
  21. // Allocate the system memory buffer.
  22. mSystemMemoryBuffer = (UINT8*) bs_alloc(getSizeInBytes());
  23. memset(mSystemMemoryBuffer, 0, getSizeInBytes());
  24. // Case we have to create this buffer resource on loading.
  25. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  26. {
  27. for (UINT32 i = 0; i < D3D9RenderSystem::getResourceCreationDeviceCount(); ++i)
  28. {
  29. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getResourceCreationDevice(i);
  30. createBuffer(d3d9Device, mBufferDesc.Pool);
  31. }
  32. }
  33. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_IndexBuffer);
  34. IndexBuffer::initialize_internal();
  35. }
  36. void D3D9IndexBuffer::destroy_internal()
  37. {
  38. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  39. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  40. {
  41. BufferResources* bufferResources = bufferResourcesPair.second;
  42. SAFE_RELEASE(bufferResources->mBuffer);
  43. if (bufferResources != nullptr)
  44. bs_delete(bufferResources);
  45. }
  46. mMapDeviceToBufferResources.clear();
  47. if(mSystemMemoryBuffer != nullptr)
  48. bs_free(mSystemMemoryBuffer);
  49. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_IndexBuffer);
  50. IndexBuffer::destroy_internal();
  51. }
  52. void* D3D9IndexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  53. {
  54. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  55. #if BS_PROFILING_ENABLED
  56. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  57. {
  58. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer);
  59. }
  60. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  61. {
  62. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer);
  63. }
  64. #endif
  65. if (options != GBL_READ_ONLY)
  66. {
  67. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  68. {
  69. BufferResources* bufferResources = bufferResourcesPair.second;
  70. bufferResources->mOutOfDate = true;
  71. if(bufferResources->mLockLength > 0)
  72. {
  73. UINT32 highPoint = std::max(offset + length,
  74. bufferResources->mLockOffset + bufferResources->mLockLength);
  75. bufferResources->mLockOffset = std::min(bufferResources->mLockOffset, offset);
  76. bufferResources->mLockLength = highPoint - bufferResources->mLockOffset;
  77. }
  78. else
  79. {
  80. if (offset < bufferResources->mLockOffset)
  81. bufferResources->mLockOffset = offset;
  82. if (length > bufferResources->mLockLength)
  83. bufferResources->mLockLength = length;
  84. }
  85. if (bufferResources->mLockOptions != GBL_WRITE_ONLY_DISCARD)
  86. bufferResources->mLockOptions = options;
  87. }
  88. }
  89. return mSystemMemoryBuffer + offset;
  90. }
  91. void D3D9IndexBuffer::unlockImpl()
  92. {
  93. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  94. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  95. {
  96. BufferResources* bufferResources = bufferResourcesPair.second;
  97. if (bufferResources->mOutOfDate && bufferResources->mBuffer != nullptr)
  98. updateBufferResources(mSystemMemoryBuffer, bufferResources);
  99. }
  100. }
  101. void D3D9IndexBuffer::readData(UINT32 offset, UINT32 length, void* dest)
  102. {
  103. void* pSrc = this->lock(offset, length, GBL_READ_ONLY);
  104. memcpy(dest, pSrc, length);
  105. this->unlock();
  106. }
  107. void D3D9IndexBuffer::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags)
  108. {
  109. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  110. if(writeFlags == BufferWriteType::Discard)
  111. lockOption = GBL_WRITE_ONLY_DISCARD;
  112. else if(writeFlags == BufferWriteType::NoOverwrite)
  113. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  114. void* pDst = this->lock(offset, length, lockOption);
  115. memcpy(pDst, source, length);
  116. this->unlock();
  117. }
  118. void D3D9IndexBuffer::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  119. {
  120. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  121. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  122. createBuffer(d3d9Device, mBufferDesc.Pool);
  123. }
  124. void D3D9IndexBuffer::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  125. {
  126. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  127. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  128. if (iterFind != mMapDeviceToBufferResources.end())
  129. {
  130. SAFE_RELEASE(iterFind->second->mBuffer);
  131. if(iterFind->second != nullptr)
  132. bs_delete(iterFind->second);
  133. mMapDeviceToBufferResources.erase(iterFind);
  134. }
  135. }
  136. void D3D9IndexBuffer::notifyOnDeviceLost(IDirect3DDevice9* d3d9Device)
  137. {
  138. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  139. if (mBufferDesc.Pool == D3DPOOL_DEFAULT)
  140. {
  141. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  142. if (iterFind != mMapDeviceToBufferResources.end())
  143. {
  144. SAFE_RELEASE(iterFind->second->mBuffer);
  145. }
  146. }
  147. }
  148. void D3D9IndexBuffer::notifyOnDeviceReset(IDirect3DDevice9* d3d9Device)
  149. {
  150. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  151. if (mBufferDesc.Pool == D3DPOOL_DEFAULT)
  152. {
  153. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  154. createBuffer(d3d9Device, mBufferDesc.Pool);
  155. }
  156. }
  157. void D3D9IndexBuffer::createBuffer(IDirect3DDevice9* d3d9Device, D3DPOOL pool)
  158. {
  159. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  160. BufferResources* bufferResources;
  161. HRESULT hr;
  162. // Find the vertex buffer of this device.
  163. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  164. if (iterFind != mMapDeviceToBufferResources.end())
  165. {
  166. bufferResources = iterFind->second;
  167. SAFE_RELEASE(bufferResources->mBuffer);
  168. }
  169. else
  170. {
  171. bufferResources = bs_new<BufferResources>();
  172. mMapDeviceToBufferResources[d3d9Device] = bufferResources;
  173. }
  174. bufferResources->mBuffer = nullptr;
  175. bufferResources->mOutOfDate = true;
  176. bufferResources->mLockOffset = 0;
  177. bufferResources->mLockLength = getSizeInBytes();
  178. bufferResources->mLockOptions = GBL_READ_WRITE;
  179. // Create the Index buffer
  180. hr = d3d9Device->CreateIndexBuffer(
  181. static_cast<UINT>(mSizeInBytes),
  182. D3D9Mappings::get(mUsage),
  183. D3D9Mappings::get(mIndexType),
  184. pool,
  185. &bufferResources->mBuffer,
  186. nullptr
  187. );
  188. if (FAILED(hr))
  189. {
  190. String msg = DXGetErrorDescription(hr);
  191. BS_EXCEPT(RenderingAPIException, "Cannot create D3D9 Index buffer: " + msg);
  192. }
  193. hr = bufferResources->mBuffer->GetDesc(&mBufferDesc);
  194. if (FAILED(hr))
  195. {
  196. String msg = DXGetErrorDescription(hr);
  197. BS_EXCEPT(RenderingAPIException, "Cannot get D3D9 Index buffer desc: " + msg);
  198. }
  199. }
  200. IDirect3DIndexBuffer9* D3D9IndexBuffer::getD3DIndexBuffer()
  201. {
  202. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  203. // Find the index buffer of this device.
  204. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  205. // Case index buffer was not found for the current device -> create it.
  206. if (iterFind == mMapDeviceToBufferResources.end() || iterFind->second->mBuffer == nullptr)
  207. {
  208. createBuffer(d3d9Device, mBufferDesc.Pool);
  209. iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  210. }
  211. if (iterFind->second->mOutOfDate)
  212. updateBufferResources(mSystemMemoryBuffer, iterFind->second);
  213. return iterFind->second->mBuffer;
  214. }
  215. bool D3D9IndexBuffer::updateBufferResources(const UINT8* systemMemoryBuffer, BufferResources* bufferResources)
  216. {
  217. assert(bufferResources != nullptr);
  218. assert(bufferResources->mBuffer != nullptr);
  219. assert(bufferResources->mOutOfDate);
  220. void* dstBytes;
  221. HRESULT hr;
  222. // Lock the buffer.
  223. hr = bufferResources->mBuffer->Lock(
  224. static_cast<UINT>(bufferResources->mLockOffset),
  225. static_cast<UINT>(bufferResources->mLockLength),
  226. &dstBytes,
  227. D3D9Mappings::get(bufferResources->mLockOptions, mUsage));
  228. if (FAILED(hr))
  229. {
  230. String msg = DXGetErrorDescription(hr);
  231. BS_EXCEPT(RenderingAPIException, "Cannot lock D3D9 vertex buffer: " + msg);
  232. }
  233. memcpy(dstBytes, systemMemoryBuffer + bufferResources->mLockOffset, bufferResources->mLockLength);
  234. // Unlock the buffer.
  235. hr = bufferResources->mBuffer->Unlock();
  236. if (FAILED(hr))
  237. {
  238. String msg = DXGetErrorDescription(hr);
  239. BS_EXCEPT(RenderingAPIException, "Cannot unlock D3D9 vertex buffer: " + msg);
  240. }
  241. bufferResources->mOutOfDate = false;
  242. bufferResources->mLockOffset = mSizeInBytes;
  243. bufferResources->mLockLength = 0;
  244. bufferResources->mLockOptions = GBL_READ_WRITE;
  245. return true;
  246. }
  247. }