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- //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
- //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
- #include "BsD3D11GpuBuffer.h"
- #include "BsD3D11GpuBufferView.h"
- #include "BsD3D11RenderAPI.h"
- #include "BsD3D11HardwareBuffer.h"
- #include "BsD3D11Device.h"
- #include "BsD3D11Mappings.h"
- #include "Profiling/BsRenderStats.h"
- #include "Error/BsException.h"
- namespace bs { namespace ct
- {
- D3D11GpuBuffer::D3D11GpuBuffer(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask)
- : GpuBuffer(desc, deviceMask), mBuffer(nullptr)
- {
- if (desc.type != GBT_STANDARD)
- assert(desc.format == BF_UNKNOWN && "Format must be set to BF_UNKNOWN when using non-standard buffers");
- else
- assert(desc.elementSize == 0 && "No element size can be provided for standard buffer. Size is determined from format.");
- assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on DirectX 11.");
- }
- D3D11GpuBuffer::~D3D11GpuBuffer()
- {
- bs_delete(mBuffer);
- clearBufferViews();
- BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuBuffer);
- }
- void D3D11GpuBuffer::initialize()
- {
- D3D11HardwareBuffer::BufferType bufferType;
- D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
- const GpuBufferProperties& props = getProperties();
- switch (props.getType())
- {
- case GBT_STANDARD:
- bufferType = D3D11HardwareBuffer::BT_STANDARD;
- break;
- case GBT_STRUCTURED:
- bufferType = D3D11HardwareBuffer::BT_STRUCTURED;
- break;
- case GBT_RAW:
- bufferType = D3D11HardwareBuffer::BT_RAW;
- break;
- case GBT_INDIRECTARGUMENT:
- bufferType = D3D11HardwareBuffer::BT_INDIRECTARGUMENT;
- break;
- case GBT_APPENDCONSUME:
- bufferType = D3D11HardwareBuffer::BT_APPENDCONSUME;
- break;
- default:
- BS_EXCEPT(InvalidParametersException, "Unsupported buffer type " + toString(props.getType()));
- }
- mBuffer = bs_new<D3D11HardwareBuffer>(bufferType, props.getUsage(), props.getElementCount(), props.getElementSize(),
- d3d11rs->getPrimaryDevice(), false, false, props.getRandomGpuWrite(), props.getUseCounter());
- SPtr<D3D11GpuBuffer> thisPtr = std::static_pointer_cast<D3D11GpuBuffer>(getThisPtr());
- UINT32 usage = GVU_DEFAULT;
- if (props.getRandomGpuWrite())
- usage |= GVU_RANDOMWRITE;
- // Keep a single view of the entire buffer, we don't support views of sub-sets (yet)
- mBufferView = requestView(thisPtr, 0, props.getElementCount(), (GpuViewUsage)usage);
- BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuBuffer);
- GpuBuffer::initialize();
- }
- void* D3D11GpuBuffer::lock(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx)
- {
- #if BS_PROFILING_ENABLED
- if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
- {
- BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
- }
- if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
- {
- BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
- }
- #endif
- return mBuffer->lock(offset, length, options);
- }
- void D3D11GpuBuffer::unlock()
- {
- mBuffer->unlock();
- }
- void D3D11GpuBuffer::readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx, UINT32 queueIdx)
- {
- BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
- mBuffer->readData(offset, length, dest);
- }
- void D3D11GpuBuffer::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags,
- UINT32 queueIdx)
- {
- BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
- mBuffer->writeData(offset, length, source, writeFlags);
- }
- void D3D11GpuBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length,
- bool discardWholeBuffer, const SPtr<CommandBuffer>& commandBuffer)
- {
- D3D11GpuBuffer* d3d11SrcBuffer = static_cast<D3D11GpuBuffer*>(&srcBuffer);
- mBuffer->copyData(*d3d11SrcBuffer->mBuffer, srcOffset, dstOffset, length, discardWholeBuffer, commandBuffer);
- }
- ID3D11Buffer* D3D11GpuBuffer::getDX11Buffer() const
- {
- return mBuffer->getD3DBuffer();
- }
- GpuBufferView* D3D11GpuBuffer::requestView(const SPtr<D3D11GpuBuffer>& buffer, UINT32 firstElement,
- UINT32 numElements, GpuViewUsage usage)
- {
- const auto& props = buffer->getProperties();
- GPU_BUFFER_VIEW_DESC key;
- key.firstElement = firstElement;
- key.elementWidth = props.getElementSize();
- key.numElements = numElements;
- key.usage = usage;
- key.format = props.getFormat();
- key.useCounter = props.getUseCounter();
- auto iterFind = buffer->mBufferViews.find(key);
- if (iterFind == buffer->mBufferViews.end())
- {
- GpuBufferView* newView = bs_new<GpuBufferView>();
- newView->initialize(buffer, key);
- buffer->mBufferViews[key] = bs_new<GpuBufferReference>(newView);
- iterFind = buffer->mBufferViews.find(key);
- }
- iterFind->second->refCount++;
- return iterFind->second->view;
- }
- void D3D11GpuBuffer::releaseView(GpuBufferView* view)
- {
- SPtr<D3D11GpuBuffer> buffer = view->getBuffer();
- auto iterFind = buffer->mBufferViews.find(view->getDesc());
- if (iterFind == buffer->mBufferViews.end())
- {
- BS_EXCEPT(InternalErrorException, "Trying to release a buffer view that doesn't exist!");
- }
- iterFind->second->refCount--;
- if (iterFind->second->refCount == 0)
- {
- GpuBufferReference* toRemove = iterFind->second;
- buffer->mBufferViews.erase(iterFind);
- if (toRemove->view != nullptr)
- bs_delete(toRemove->view);
- bs_delete(toRemove);
- }
- }
- void D3D11GpuBuffer::clearBufferViews()
- {
- for (auto iter = mBufferViews.begin(); iter != mBufferViews.end(); ++iter)
- {
- if (iter->second->view != nullptr)
- bs_delete(iter->second->view);
- bs_delete(iter->second);
- }
- mBufferViews.clear();
- }
- ID3D11ShaderResourceView* D3D11GpuBuffer::getSRV() const
- {
- return mBufferView->getSRV();
- }
- ID3D11UnorderedAccessView* D3D11GpuBuffer::getUAV() const
- {
- return mBufferView->getUAV();
- }
- }}
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