BsD3D11GpuBuffer.cpp 5.8 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 "Profiling/BsRenderStats.h"
  10. #include "Error/BsException.h"
  11. namespace bs { namespace ct
  12. {
  13. D3D11GpuBuffer::D3D11GpuBuffer(const GPU_BUFFER_DESC& desc, GpuDeviceFlags deviceMask)
  14. : GpuBuffer(desc, deviceMask), mBuffer(nullptr)
  15. {
  16. if (desc.type != GBT_STANDARD)
  17. assert(desc.format == BF_UNKNOWN && "Format must be set to BF_UNKNOWN when using non-standard buffers");
  18. else
  19. assert(desc.elementSize == 0 && "No element size can be provided for standard buffer. Size is determined from format.");
  20. assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on DirectX 11.");
  21. }
  22. D3D11GpuBuffer::~D3D11GpuBuffer()
  23. {
  24. bs_delete(mBuffer);
  25. clearBufferViews();
  26. BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuBuffer);
  27. }
  28. void D3D11GpuBuffer::initialize()
  29. {
  30. D3D11HardwareBuffer::BufferType bufferType;
  31. D3D11RenderAPI* d3d11rs = static_cast<D3D11RenderAPI*>(D3D11RenderAPI::instancePtr());
  32. const GpuBufferProperties& props = getProperties();
  33. switch (props.getType())
  34. {
  35. case GBT_STANDARD:
  36. bufferType = D3D11HardwareBuffer::BT_STANDARD;
  37. break;
  38. case GBT_STRUCTURED:
  39. bufferType = D3D11HardwareBuffer::BT_STRUCTURED;
  40. break;
  41. case GBT_INDIRECTARGUMENT:
  42. bufferType = D3D11HardwareBuffer::BT_INDIRECTARGUMENT;
  43. break;
  44. default:
  45. BS_EXCEPT(InvalidParametersException, "Unsupported buffer type " + toString(props.getType()));
  46. }
  47. mBuffer = bs_new<D3D11HardwareBuffer>(bufferType, props.getUsage(), props.getElementCount(), props.getElementSize(),
  48. d3d11rs->getPrimaryDevice(), false, false, props.getRandomGpuWrite(), props.getUseCounter());
  49. SPtr<D3D11GpuBuffer> thisPtr = std::static_pointer_cast<D3D11GpuBuffer>(getThisPtr());
  50. UINT32 usage = GVU_DEFAULT;
  51. if (props.getRandomGpuWrite())
  52. usage |= GVU_RANDOMWRITE;
  53. // Keep a single view of the entire buffer, we don't support views of sub-sets (yet)
  54. mBufferView = requestView(thisPtr, 0, props.getElementCount(), (GpuViewUsage)usage);
  55. BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuBuffer);
  56. GpuBuffer::initialize();
  57. }
  58. void* D3D11GpuBuffer::lock(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx)
  59. {
  60. #if BS_PROFILING_ENABLED
  61. if (options == GBL_READ_ONLY || options == GBL_READ_WRITE)
  62. {
  63. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  64. }
  65. if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE)
  66. {
  67. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  68. }
  69. #endif
  70. return mBuffer->lock(offset, length, options);
  71. }
  72. void D3D11GpuBuffer::unlock()
  73. {
  74. mBuffer->unlock();
  75. }
  76. void D3D11GpuBuffer::readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx, UINT32 queueIdx)
  77. {
  78. BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuBuffer);
  79. mBuffer->readData(offset, length, dest);
  80. }
  81. void D3D11GpuBuffer::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags,
  82. UINT32 queueIdx)
  83. {
  84. BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuBuffer);
  85. mBuffer->writeData(offset, length, source, writeFlags);
  86. }
  87. void D3D11GpuBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length,
  88. bool discardWholeBuffer, const SPtr<CommandBuffer>& commandBuffer)
  89. {
  90. D3D11GpuBuffer* d3d11SrcBuffer = static_cast<D3D11GpuBuffer*>(&srcBuffer);
  91. mBuffer->copyData(*d3d11SrcBuffer->mBuffer, srcOffset, dstOffset, length, discardWholeBuffer, commandBuffer);
  92. }
  93. ID3D11Buffer* D3D11GpuBuffer::getDX11Buffer() const
  94. {
  95. return mBuffer->getD3DBuffer();
  96. }
  97. GpuBufferView* D3D11GpuBuffer::requestView(const SPtr<D3D11GpuBuffer>& buffer, UINT32 firstElement,
  98. UINT32 numElements, GpuViewUsage usage)
  99. {
  100. const auto& props = buffer->getProperties();
  101. GPU_BUFFER_VIEW_DESC key;
  102. key.firstElement = firstElement;
  103. key.elementWidth = props.getElementSize();
  104. key.numElements = numElements;
  105. key.usage = usage;
  106. key.format = props.getFormat();
  107. key.useCounter = props.getUseCounter();
  108. auto iterFind = buffer->mBufferViews.find(key);
  109. if (iterFind == buffer->mBufferViews.end())
  110. {
  111. GpuBufferView* newView = bs_new<GpuBufferView>();
  112. newView->initialize(buffer, key);
  113. buffer->mBufferViews[key] = bs_new<GpuBufferReference>(newView);
  114. iterFind = buffer->mBufferViews.find(key);
  115. }
  116. iterFind->second->refCount++;
  117. return iterFind->second->view;
  118. }
  119. void D3D11GpuBuffer::releaseView(GpuBufferView* view)
  120. {
  121. SPtr<D3D11GpuBuffer> buffer = view->getBuffer();
  122. auto iterFind = buffer->mBufferViews.find(view->getDesc());
  123. if (iterFind == buffer->mBufferViews.end())
  124. {
  125. BS_EXCEPT(InternalErrorException, "Trying to release a buffer view that doesn't exist!");
  126. }
  127. iterFind->second->refCount--;
  128. if (iterFind->second->refCount == 0)
  129. {
  130. GpuBufferReference* toRemove = iterFind->second;
  131. buffer->mBufferViews.erase(iterFind);
  132. if (toRemove->view != nullptr)
  133. bs_delete(toRemove->view);
  134. bs_delete(toRemove);
  135. }
  136. }
  137. void D3D11GpuBuffer::clearBufferViews()
  138. {
  139. for (auto iter = mBufferViews.begin(); iter != mBufferViews.end(); ++iter)
  140. {
  141. if (iter->second->view != nullptr)
  142. bs_delete(iter->second->view);
  143. bs_delete(iter->second);
  144. }
  145. mBufferViews.clear();
  146. }
  147. ID3D11ShaderResourceView* D3D11GpuBuffer::getSRV() const
  148. {
  149. return mBufferView->getSRV();
  150. }
  151. ID3D11UnorderedAccessView* D3D11GpuBuffer::getUAV() const
  152. {
  153. return mBufferView->getUAV();
  154. }
  155. }}