BsD3D11GpuBuffer.cpp 3.3 KB

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