BsD3D9VertexBuffer.cpp 9.0 KB

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  1. //__________________________ Banshee Project - A modern game development toolkit _________________________________//
  2. //_____________________________________ www.banshee-project.com __________________________________________________//
  3. //________________________ Copyright (c) 2014 Marko Pintera. All rights reserved. ________________________________//
  4. #include "BsD3D9VertexBuffer.h"
  5. #include "BsD3D9Mappings.h"
  6. #include "BsException.h"
  7. #include "BsD3D9HardwareBufferManager.h"
  8. #include "BsD3D9RenderSystem.h"
  9. #include "BsD3D9Device.h"
  10. #include "BsD3D9ResourceManager.h"
  11. #include "BsRenderStats.h"
  12. namespace BansheeEngine
  13. {
  14. D3D9VertexBuffer::D3D9VertexBuffer(UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool useSystemMemory)
  15. : VertexBuffer(vertexSize, numVertices, usage, useSystemMemory)
  16. { }
  17. D3D9VertexBuffer::~D3D9VertexBuffer()
  18. { }
  19. void D3D9VertexBuffer::initialize_internal()
  20. {
  21. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  22. // Set the desired memory pool
  23. mBufferDesc.Pool = mSystemMemory ? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT;
  24. // Allocate the system memory buffer.
  25. mSystemMemoryBuffer = (UINT8*)bs_alloc(getSizeInBytes());
  26. memset(mSystemMemoryBuffer, 0, getSizeInBytes());
  27. // Case we have to create this buffer resource on loading.
  28. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  29. {
  30. for (UINT32 i = 0; i < D3D9RenderSystem::getResourceCreationDeviceCount(); ++i)
  31. {
  32. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getResourceCreationDevice(i);
  33. createBuffer(d3d9Device, mBufferDesc.Pool);
  34. }
  35. }
  36. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer);
  37. VertexBuffer::initialize_internal();
  38. }
  39. void D3D9VertexBuffer::destroy_internal()
  40. {
  41. D3D9_DEVICE_ACCESS_CRITICAL_SECTION;
  42. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  43. {
  44. BufferResources* bufferResources = bufferResourcesPair.second;
  45. SAFE_RELEASE(bufferResources->mBuffer);
  46. if (bufferResources != nullptr)
  47. bs_delete(bufferResources);
  48. }
  49. mMapDeviceToBufferResources.clear();
  50. if (mSystemMemoryBuffer != nullptr)
  51. bs_free(mSystemMemoryBuffer);
  52. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer);
  53. VertexBuffer::destroy_internal();
  54. }
  55. void* D3D9VertexBuffer::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options)
  56. {
  57. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  58. #if BS_PROFILING_ENABLED
  59. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  60. {
  61. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer);
  62. }
  63. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  64. {
  65. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer);
  66. }
  67. #endif
  68. if (options != GBL_READ_ONLY)
  69. {
  70. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  71. {
  72. BufferResources* bufferResources = bufferResourcesPair.second;
  73. bufferResources->mOutOfDate = true;
  74. if(bufferResources->mLockLength > 0)
  75. {
  76. UINT32 highPoint = std::max( offset + length,
  77. bufferResources->mLockOffset + bufferResources->mLockLength );
  78. bufferResources->mLockOffset = std::min( bufferResources->mLockOffset, offset );
  79. bufferResources->mLockLength = highPoint - bufferResources->mLockOffset;
  80. }
  81. else
  82. {
  83. if (offset < bufferResources->mLockOffset)
  84. bufferResources->mLockOffset = offset;
  85. if (length > bufferResources->mLockLength)
  86. bufferResources->mLockLength = length;
  87. }
  88. if (bufferResources->mLockOptions != GBL_WRITE_ONLY_DISCARD)
  89. bufferResources->mLockOptions = options;
  90. }
  91. }
  92. return mSystemMemoryBuffer + offset;
  93. }
  94. void D3D9VertexBuffer::unlockImpl()
  95. {
  96. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  97. for (auto& bufferResourcesPair : mMapDeviceToBufferResources)
  98. {
  99. BufferResources* bufferResources = bufferResourcesPair.second;
  100. if (bufferResources->mOutOfDate && bufferResources->mBuffer != nullptr)
  101. updateBufferResources(mSystemMemoryBuffer, bufferResources);
  102. }
  103. }
  104. void D3D9VertexBuffer::readData(UINT32 offset, UINT32 length, void* dest)
  105. {
  106. void* pSrc = this->lock(offset, length, GBL_READ_ONLY);
  107. memcpy(dest, pSrc, length);
  108. this->unlock();
  109. }
  110. void D3D9VertexBuffer::writeData(UINT32 offset, UINT32 length, const void* source,
  111. BufferWriteType writeFlags)
  112. {
  113. GpuLockOptions lockOption = GBL_WRITE_ONLY;
  114. if(writeFlags == BufferWriteType::Discard)
  115. lockOption = GBL_WRITE_ONLY_DISCARD;
  116. else if(writeFlags == BufferWriteType::NoOverwrite)
  117. lockOption = GBL_WRITE_ONLY_NO_OVERWRITE;
  118. void* pDst = this->lock(offset, length, lockOption);
  119. memcpy(pDst, source, length);
  120. this->unlock();
  121. }
  122. void D3D9VertexBuffer::notifyOnDeviceCreate(IDirect3DDevice9* d3d9Device)
  123. {
  124. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  125. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  126. createBuffer(d3d9Device, mBufferDesc.Pool);
  127. }
  128. void D3D9VertexBuffer::notifyOnDeviceDestroy(IDirect3DDevice9* d3d9Device)
  129. {
  130. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  131. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  132. if (iterFind != mMapDeviceToBufferResources.end())
  133. {
  134. SAFE_RELEASE(iterFind->second->mBuffer);
  135. if(iterFind->second != nullptr)
  136. bs_delete(iterFind->second);
  137. mMapDeviceToBufferResources.erase(iterFind);
  138. }
  139. }
  140. void D3D9VertexBuffer::notifyOnDeviceLost(IDirect3DDevice9* d3d9Device)
  141. {
  142. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  143. if (mBufferDesc.Pool == D3DPOOL_DEFAULT)
  144. {
  145. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  146. if (iterFind != mMapDeviceToBufferResources.end())
  147. {
  148. SAFE_RELEASE(iterFind->second->mBuffer);
  149. }
  150. }
  151. }
  152. void D3D9VertexBuffer::notifyOnDeviceReset(IDirect3DDevice9* d3d9Device)
  153. {
  154. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  155. if (D3D9RenderSystem::getResourceManager()->getCreationPolicy() == RCP_CREATE_ON_ALL_DEVICES)
  156. createBuffer(d3d9Device, mBufferDesc.Pool);
  157. }
  158. void D3D9VertexBuffer::createBuffer(IDirect3DDevice9* d3d9Device, D3DPOOL ePool)
  159. {
  160. D3D9_DEVICE_ACCESS_CRITICAL_SECTION
  161. BufferResources* bufferResources;
  162. HRESULT hr;
  163. // Find the vertex buffer of this device.
  164. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  165. if (iterFind != mMapDeviceToBufferResources.end())
  166. {
  167. bufferResources = iterFind->second;
  168. SAFE_RELEASE(bufferResources->mBuffer);
  169. }
  170. else
  171. {
  172. bufferResources = bs_new<BufferResources>();
  173. mMapDeviceToBufferResources[d3d9Device] = bufferResources;
  174. }
  175. bufferResources->mBuffer = NULL;
  176. bufferResources->mOutOfDate = true;
  177. bufferResources->mLockOffset = 0;
  178. bufferResources->mLockLength = getSizeInBytes();
  179. bufferResources->mLockOptions = GBL_READ_WRITE;
  180. // Create the vertex buffer
  181. hr = d3d9Device->CreateVertexBuffer(
  182. static_cast<UINT>(mSizeInBytes),
  183. D3D9Mappings::get(mUsage),
  184. 0,
  185. ePool,
  186. &bufferResources->mBuffer,
  187. NULL);
  188. if (FAILED(hr))
  189. {
  190. String msg = DXGetErrorDescription(hr);
  191. BS_EXCEPT(RenderingAPIException, "Cannot restore D3D9 vertex 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 Vertex buffer desc: " + msg);
  198. }
  199. }
  200. IDirect3DVertexBuffer9* D3D9VertexBuffer::getD3D9VertexBuffer()
  201. {
  202. IDirect3DDevice9* d3d9Device = D3D9RenderSystem::getActiveD3D9Device();
  203. auto iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  204. // Case vertex buffer was not found for the current device -> create it.
  205. if (iterFind == mMapDeviceToBufferResources.end() || iterFind->second->mBuffer == nullptr)
  206. {
  207. createBuffer(d3d9Device, mBufferDesc.Pool);
  208. iterFind = mMapDeviceToBufferResources.find(d3d9Device);
  209. }
  210. if (iterFind->second->mOutOfDate)
  211. updateBufferResources(mSystemMemoryBuffer, iterFind->second);
  212. return iterFind->second->mBuffer;
  213. }
  214. bool D3D9VertexBuffer::updateBufferResources(const UINT8* systemMemoryBuffer, BufferResources* bufferResources)
  215. {
  216. assert(bufferResources != nullptr);
  217. assert(bufferResources->mBuffer != nullptr);
  218. assert(bufferResources->mOutOfDate);
  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. bufferResources->mOutOfDate = false;
  241. bufferResources->mLockOffset = mSizeInBytes;
  242. bufferResources->mLockLength = 0;
  243. bufferResources->mLockOptions = GBL_READ_WRITE;
  244. return true;
  245. }
  246. }