BsD3D11GpuBuffer.cpp 3.7 KB

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  1. //********************************** Banshee Engine (www.banshee3d.com) **************************************************//
  2. //**************** Copyright (c) 2016 Marko Pintera ([email protected]). All rights reserved. **********************//
  3. #include "BsD3D11GpuBuffer.h"
  4. #include "BsD3D11GpuBufferView.h"
  5. #include "BsD3D11RenderAPI.h"
  6. #include "BsD3D11HardwareBuffer.h"
  7. #include "BsD3D11Device.h"
  8. #include "BsD3D11Mappings.h"
  9. #include "BsRenderStats.h"
  10. #include "BsException.h"
  11. namespace BansheeEngine
  12. {
  13. D3D11GpuBufferCore::D3D11GpuBufferCore(UINT32 elementCount, UINT32 elementSize, GpuBufferType type,
  14. GpuBufferUsage usage, bool randomGpuWrite, bool useCounter)
  15. : GpuBufferCore(elementCount, elementSize, type, usage, randomGpuWrite, useCounter), mBuffer(nullptr)
  16. { }
  17. D3D11GpuBufferCore::~D3D11GpuBufferCore()
  18. {
  19. bs_delete(mBuffer);
  20. clearBufferViews();
  21. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuBuffer);
  22. }
  23. void D3D11GpuBufferCore::initialize()
  24. {
  25. D3D11HardwareBuffer::BufferType bufferType;
  26. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  27. const GpuBufferProperties& props = getProperties();
  28. switch (props.getType())
  29. {
  30. case GBT_STRUCTURED:
  31. bufferType = D3D11HardwareBuffer::BT_STRUCTURED;
  32. break;
  33. case GBT_RAW:
  34. bufferType = D3D11HardwareBuffer::BT_RAW;
  35. break;
  36. case GBT_INDIRECTARGUMENT:
  37. bufferType = D3D11HardwareBuffer::BT_INDIRECTARGUMENT;
  38. break;
  39. case GBT_APPENDCONSUME:
  40. bufferType = D3D11HardwareBuffer::BT_APPENDCONSUME;
  41. break;
  42. default:
  43. BS_EXCEPT(InvalidParametersException, "Unsupported buffer type " + toString(props.getType()));
  44. }
  45. mBuffer = bs_new<D3D11HardwareBuffer>(bufferType, props.getUsage(), props.getElementCount(), props.getElementSize(),
  46. d3d11rs->getPrimaryDevice(), false, false, props.getRandomGpuWrite(), props.getUseCounter());
  47. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuBuffer);
  48. GpuBufferCore::initialize();
  49. }
  50. void* D3D11GpuBufferCore::lock(UINT32 offset, UINT32 length, GpuLockOptions options)
  51. {
  52. #if BS_PROFILING_ENABLED
  53. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  54. {
  55. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  56. }
  57. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  58. {
  59. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  60. }
  61. #endif
  62. return mBuffer->lock(offset, length, options);
  63. }
  64. void D3D11GpuBufferCore::unlock()
  65. {
  66. mBuffer->unlock();
  67. }
  68. void D3D11GpuBufferCore::readData(UINT32 offset, UINT32 length, void* pDest)
  69. {
  70. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  71. mBuffer->readData(offset, length, pDest);
  72. }
  73. void D3D11GpuBufferCore::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags)
  74. {
  75. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  76. mBuffer->writeData(offset, length, pSource, writeFlags);
  77. }
  78. void D3D11GpuBufferCore::copyData(GpuBufferCore& srcBuffer, UINT32 srcOffset,
  79. UINT32 dstOffset, UINT32 length, bool discardWholeBuffer)
  80. {
  81. D3D11GpuBufferCore* d3d11SrcBuffer = static_cast<D3D11GpuBufferCore*>(&srcBuffer);
  82. mBuffer->copyData(*d3d11SrcBuffer->mBuffer, srcOffset, dstOffset, length, discardWholeBuffer);
  83. }
  84. ID3D11Buffer* D3D11GpuBufferCore::getDX11Buffer() const
  85. {
  86. return mBuffer->getD3DBuffer();
  87. }
  88. GpuBufferView* D3D11GpuBufferCore::createView()
  89. {
  90. return bs_new<D3D11GpuBufferView>();
  91. }
  92. void D3D11GpuBufferCore::destroyView(GpuBufferView* view)
  93. {
  94. if(view != nullptr)
  95. bs_delete(view);
  96. }
  97. }