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BsD3D9VertexBuffer.cpp 9.3 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D9VertexBuffer.h"
  4. #include "BsD3D9Mappings.h"
  5. #include "BsException.h"
  6. #include "BsD3D9HardwareBufferManager.h"
  7. #include "BsD3D9RenderAPI.h"
  8. #include "BsD3D9Device.h"
  9. #include "BsD3D9ResourceManager.h"
  10. #include "BsRenderStats.h"
  11. namespace BansheeEngine
  12. {
  13. D3D9VertexBufferCore::D3D9VertexBufferCore(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut)
  14. : VertexBufferCore(vertexSize, numVertices, usage, streamOut), mSystemMemoryBuffer(nullptr)
  15. { }
  16. D3D9VertexBufferCore::~D3D9VertexBufferCore()
  17. {
  18. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  19. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  20. {
  21. BufferResources* bufferResources = bufferResourcesPair.second;
  22. SAFE_RELEASE(bufferResources->mBuffer);
  23. if (bufferResources != nullptr)
  24. bs_delete(bufferResources);
  25. }
  26. mMapDeviceToBufferResources.clear();
  27. if (mSystemMemoryBuffer != nullptr)
  28. bs_free(mSystemMemoryBuffer);
  29. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  30. }
  31. void D3D9VertexBufferCore::initialize()
  32. {
  33. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  34. // Set the desired memory pool
  35. mBufferDesc.Pool = mSystemMemory ? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT;
  36. // Allocate the system memory buffer.
  37. mSystemMemoryBuffer = (UINT8*)bs_alloc(getSizeInBytes());
  38. memset(mSystemMemoryBuffer, 0, getSizeInBytes());
  39. // Case we have to create this buffer resource on loading.
  40. if (D3D9RenderAPI::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  41. {
  42. for (UINT32 i = 0; i < D3D9RenderAPI::getResourceCreationDeviceCount(); ++i)
  43. {
  44. IDirect3DDevice9* d3d9Device = D3D9RenderAPI::getResourceCreationDevice(i);
  45. createBuffer(d3d9Device, mBufferDesc.Pool);
  46. }
  47. }
  48. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  49. VertexBufferCore::initialize();
  50. }
  51. void* D3D9VertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  52. {
  53. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  54. #if BS_PROFILING_ENABLED
  55. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  56. {
  57. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  58. }
  59. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  60. {
  61. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  62. }
  63. #endif
  64. if (options != GBL_READ_ONLY)
  65. {
  66. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  67. {
  68. BufferResources* bufferResources = bufferResourcesPair.second;
  69. bufferResources->mOutOfDate = true;
  70. if(bufferResources->mLockLength > 0)
  71. {
  72. UINT32 highPoint = std::max( offset + length,
  73. bufferResources->mLockOffset + bufferResources->mLockLength );
  74. bufferResources->mLockOffset = std::min( bufferResources->mLockOffset, offset );
  75. bufferResources->mLockLength = highPoint - bufferResources->mLockOffset;
  76. }
  77. else
  78. {
  79. if (offset < bufferResources->mLockOffset)
  80. bufferResources->mLockOffset = offset;
  81. if (length > bufferResources->mLockLength)
  82. bufferResources->mLockLength = length;
  83. }
  84. if (bufferResources->mLockOptions != GBL_WRITE_ONLY_DISCARD)
  85. bufferResources->mLockOptions = options;
  86. }
  87. }
  88. return mSystemMemoryBuffer + offset;
  89. }
  90. void D3D9VertexBufferCore::unlockImpl()
  91. {
  92. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  93. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  94. {
  95. BufferResources* bufferResources = bufferResourcesPair.second;
  96. if (bufferResources->mOutOfDate && bufferResources->mBuffer != nullptr)
  97. updateBufferResources(mSystemMemoryBuffer, bufferResources);
  98. }
  99. }
  100. void D3D9VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest)
  101. {
  102. void* pSrc = this->lock(offset, length, GBL_READ_ONLY);
  103. memcpy(dest, pSrc, length);
  104. this->unlock();
  105. }
  106. void D3D9VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source,
  107. 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 D3D9VertexBufferCore::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  119. {
  120. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  121. if (D3D9RenderAPI::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  122. createBuffer(d3d9Device, mBufferDesc.Pool);
  123. }
  124. void D3D9VertexBufferCore::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 D3D9VertexBufferCore::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 D3D9VertexBufferCore::notifyOnDeviceReset(IDirect3DDevice9* d3d9Device)
  149. {
  150. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  151. if (D3D9RenderAPI::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  152. createBuffer(d3d9Device, mBufferDesc.Pool);
  153. }
  154. void D3D9VertexBufferCore::createBuffer(IDirect3DDevice9* d3d9Device, D3DPOOL ePool)
  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 = NULL;
  172. bufferResources->mOutOfDate = true;
  173. bufferResources->mLockOffset = 0;
  174. bufferResources->mLockLength = getSizeInBytes();
  175. bufferResources->mLockOptions = GBL_READ_WRITE;
  176. // Create the vertex buffer
  177. hr = d3d9Device->CreateVertexBuffer(
  178. static_cast<UINT>(mSizeInBytes),
  179. D3D9Mappings::get(mUsage),
  180. 0,
  181. ePool,
  182. &bufferResources->mBuffer,
  183. NULL);
  184. if (FAILED(hr))
  185. {
  186. String msg = DXGetErrorDescription(hr);
  187. BS_EXCEPT(RenderingAPIException, "Cannot restore D3D9 vertex buffer: " + msg);
  188. }
  189. hr = bufferResources->mBuffer->GetDesc(&mBufferDesc);
  190. if (FAILED(hr))
  191. {
  192. String msg = DXGetErrorDescription(hr);
  193. BS_EXCEPT(RenderingAPIException, "Cannot get D3D9 Vertex buffer desc: " + msg);
  194. }
  195. }
  196. IDirect3DVertexBuffer9* D3D9VertexBufferCore::getD3D9VertexBuffer()
  197. {
  198. IDirect3DDevice9* d3d9Device = D3D9RenderAPI::getActiveD3D9Device();
  199. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  200. // Case vertex buffer was not found for the current device -> create it.
  201. if (iterFind == mMapDeviceToBufferResources.end() || iterFind->second->mBuffer == nullptr)
  202. {
  203. createBuffer(d3d9Device, mBufferDesc.Pool);
  204. iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  205. }
  206. if (iterFind->second->mOutOfDate)
  207. updateBufferResources(mSystemMemoryBuffer, iterFind->second);
  208. return iterFind->second->mBuffer;
  209. }
  210. bool D3D9VertexBufferCore::updateBufferResources(const UINT8* systemMemoryBuffer, BufferResources* bufferResources)
  211. {
  212. assert(bufferResources != nullptr);
  213. assert(bufferResources->mBuffer != nullptr);
  214. assert(bufferResources->mOutOfDate);
  215. if (bufferResources->mLockLength != 0)
  216. {
  217. void* dstBytes;
  218. HRESULT hr;
  219. // Lock the buffer.
  220. hr = bufferResources->mBuffer->Lock(
  221. static_cast<UINT>(bufferResources->mLockOffset),
  222. static_cast<UINT>(bufferResources->mLockLength),
  223. &dstBytes,
  224. D3D9Mappings::get(bufferResources->mLockOptions, mUsage));
  225. if (FAILED(hr))
  226. {
  227. String msg = DXGetErrorDescription(hr);
  228. BS_EXCEPT(RenderingAPIException, "Cannot lock D3D9 vertex buffer: " + msg);
  229. }
  230. memcpy(dstBytes, systemMemoryBuffer + bufferResources->mLockOffset, bufferResources->mLockLength);
  231. // Unlock the buffer.
  232. hr = bufferResources->mBuffer->Unlock();
  233. if (FAILED(hr))
  234. {
  235. String msg = DXGetErrorDescription(hr);
  236. BS_EXCEPT(RenderingAPIException, "Cannot unlock D3D9 vertex buffer: " + msg);
  237. }
  238. }
  239. bufferResources->mOutOfDate = false;
  240. bufferResources->mLockOffset = mSizeInBytes;
  241. bufferResources->mLockLength = 0;
  242. bufferResources->mLockOptions = GBL_READ_WRITE;
  243. return true;
  244. }
  245. }