D3D9VertexBuffer.cpp 12 KB

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  1. //
  2. // Copyright (c) 2008-2013 the Urho3D project.
  3. //
  4. // Permission is hereby granted, free of charge, to any person obtaining a copy
  5. // of this software and associated documentation files (the "Software"), to deal
  6. // in the Software without restriction, including without limitation the rights
  7. // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
  8. // copies of the Software, and to permit persons to whom the Software is
  9. // furnished to do so, subject to the following conditions:
  10. //
  11. // The above copyright notice and this permission notice shall be included in
  12. // all copies or substantial portions of the Software.
  13. //
  14. // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
  15. // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
  16. // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
  17. // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
  18. // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
  19. // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
  20. // THE SOFTWARE.
  21. //
  22. #include "Precompiled.h"
  23. #include "Graphics.h"
  24. #include "GraphicsImpl.h"
  25. #include "Log.h"
  26. #include "VertexBuffer.h"
  27. #include "DebugNew.h"
  28. namespace Urho3D
  29. {
  30. const unsigned VertexBuffer::elementSize[] =
  31. {
  32. 3 * sizeof(float), // Position
  33. 3 * sizeof(float), // Normal
  34. 4 * sizeof(unsigned char), // Color
  35. 2 * sizeof(float), // Texcoord1
  36. 2 * sizeof(float), // Texcoord2
  37. 3 * sizeof(float), // Cubetexcoord1
  38. 3 * sizeof(float), // Cubetexcoord2
  39. 4 * sizeof(float), // Tangent
  40. 4 * sizeof(float), // Blendweights
  41. 4 * sizeof(unsigned char), // Blendindices
  42. 4 * sizeof(float), // Instancematrix1
  43. 4 * sizeof(float), // Instancematrix2
  44. 4 * sizeof(float) // Instancematrix3
  45. };
  46. const String VertexBuffer::elementName[] =
  47. {
  48. "Position",
  49. "Normal",
  50. "Color",
  51. "Texcoord1",
  52. "Texcoord2",
  53. "Cubetexcoord1",
  54. "Cubetexcoord2",
  55. "Tangent"
  56. "Blendweights",
  57. "Blendindices",
  58. "Instancematrix1",
  59. "Instancematrix2",
  60. "Instancematrix3"
  61. };
  62. OBJECTTYPESTATIC(VertexBuffer);
  63. VertexBuffer::VertexBuffer(Context* context) :
  64. Object(context),
  65. GPUObject(GetSubsystem<Graphics>()),
  66. vertexCount_(0),
  67. elementMask_(0),
  68. pool_(D3DPOOL_MANAGED),
  69. usage_(0),
  70. lockState_(LOCK_NONE),
  71. lockStart_(0),
  72. lockCount_(0),
  73. lockScratchData_(0),
  74. shadowed_(false)
  75. {
  76. UpdateOffsets();
  77. // Force shadowing mode if graphics subsystem does not exist
  78. if (!graphics_)
  79. shadowed_ = true;
  80. }
  81. VertexBuffer::~VertexBuffer()
  82. {
  83. Release();
  84. }
  85. void VertexBuffer::OnDeviceLost()
  86. {
  87. if (pool_ == D3DPOOL_DEFAULT)
  88. Release();
  89. }
  90. void VertexBuffer::OnDeviceReset()
  91. {
  92. if (pool_ == D3DPOOL_DEFAULT || !object_)
  93. {
  94. Create();
  95. dataLost_ = !UpdateToGPU();
  96. }
  97. else if (dataPending_)
  98. dataLost_ = !UpdateToGPU();
  99. dataPending_ = false;
  100. }
  101. void VertexBuffer::Release()
  102. {
  103. Unlock();
  104. if (object_)
  105. {
  106. if (!graphics_)
  107. return;
  108. for (unsigned i = 0; i < MAX_VERTEX_STREAMS; ++i)
  109. {
  110. if (graphics_->GetVertexBuffer(i) == this)
  111. graphics_->SetVertexBuffer(0);
  112. }
  113. ((IDirect3DVertexBuffer9*)object_)->Release();
  114. object_ = 0;
  115. }
  116. }
  117. void VertexBuffer::SetShadowed(bool enable)
  118. {
  119. // If no graphics subsystem, can not disable shadowing
  120. if (!graphics_)
  121. enable = true;
  122. if (enable != shadowed_)
  123. {
  124. if (enable && vertexSize_ && vertexCount_)
  125. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  126. else
  127. shadowData_.Reset();
  128. shadowed_ = enable;
  129. }
  130. }
  131. bool VertexBuffer::SetSize(unsigned vertexCount, unsigned elementMask, bool dynamic)
  132. {
  133. Unlock();
  134. if (dynamic)
  135. {
  136. pool_ = D3DPOOL_DEFAULT;
  137. usage_ = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY;
  138. }
  139. else
  140. {
  141. pool_ = D3DPOOL_MANAGED;
  142. usage_ = 0;
  143. }
  144. vertexCount_ = vertexCount;
  145. elementMask_ = elementMask;
  146. UpdateOffsets();
  147. if (shadowed_ && vertexCount_ && vertexSize_)
  148. shadowData_ = new unsigned char[vertexCount_ * vertexSize_];
  149. else
  150. shadowData_.Reset();
  151. return Create();
  152. }
  153. bool VertexBuffer::SetData(const void* data)
  154. {
  155. if (!data)
  156. {
  157. LOGERROR("Null pointer for vertex buffer data");
  158. return false;
  159. }
  160. if (!vertexSize_)
  161. {
  162. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  163. return false;
  164. }
  165. if (shadowData_ && data != shadowData_.Get())
  166. memcpy(shadowData_.Get(), data, vertexCount_ * vertexSize_);
  167. if (object_)
  168. {
  169. if (graphics_->IsDeviceLost())
  170. {
  171. LOGWARNING("Vertex buffer data assignment while device is lost");
  172. dataPending_ = true;
  173. return true;
  174. }
  175. void* hwData = MapBuffer(0, vertexCount_, true);
  176. if (hwData)
  177. {
  178. memcpy(hwData, data, vertexCount_ * vertexSize_);
  179. UnmapBuffer();
  180. }
  181. else
  182. return false;
  183. }
  184. dataLost_ = false;
  185. return true;
  186. }
  187. bool VertexBuffer::SetDataRange(const void* data, unsigned start, unsigned count, bool discard)
  188. {
  189. if (start == 0 && count == vertexCount_)
  190. return SetData(data);
  191. if (!data)
  192. {
  193. LOGERROR("Null pointer for vertex buffer data");
  194. return false;
  195. }
  196. if (!vertexSize_)
  197. {
  198. LOGERROR("Vertex elements not defined, can not set vertex buffer data");
  199. return false;
  200. }
  201. if (start + count > vertexCount_)
  202. {
  203. LOGERROR("Illegal range for setting new vertex buffer data");
  204. return false;
  205. }
  206. if (!count)
  207. return true;
  208. if (shadowData_ && shadowData_.Get() + start * vertexSize_ != data)
  209. memcpy(shadowData_.Get() + start * vertexSize_, data, count * vertexSize_);
  210. if (object_)
  211. {
  212. if (graphics_->IsDeviceLost())
  213. {
  214. LOGWARNING("Vertex buffer data assignment while device is lost");
  215. dataPending_ = true;
  216. return true;
  217. }
  218. void* hwData = MapBuffer(start, count, discard);
  219. if (hwData)
  220. {
  221. memcpy(hwData, data, count * vertexSize_);
  222. UnmapBuffer();
  223. }
  224. else
  225. return false;
  226. }
  227. return true;
  228. }
  229. void* VertexBuffer::Lock(unsigned start, unsigned count, bool discard)
  230. {
  231. if (lockState_ != LOCK_NONE)
  232. {
  233. LOGERROR("Vertex buffer already locked");
  234. return 0;
  235. }
  236. if (!vertexSize_)
  237. {
  238. LOGERROR("Vertex elements not defined, can not lock vertex buffer");
  239. return 0;
  240. }
  241. if (start + count > vertexCount_)
  242. {
  243. LOGERROR("Illegal range for locking vertex buffer");
  244. return 0;
  245. }
  246. if (!count)
  247. return 0;
  248. lockStart_ = start;
  249. lockCount_ = count;
  250. // Because shadow data must be kept in sync, can only lock hardware buffer if not shadowed
  251. if (object_ && !shadowData_ && !graphics_->IsDeviceLost())
  252. return MapBuffer(start, count, discard);
  253. else if (shadowData_)
  254. {
  255. lockState_ = LOCK_SHADOW;
  256. return shadowData_.Get() + start * vertexSize_;
  257. }
  258. else if (graphics_)
  259. {
  260. lockState_ = LOCK_SCRATCH;
  261. lockScratchData_ = graphics_->ReserveScratchBuffer(count * vertexSize_);
  262. return lockScratchData_;
  263. }
  264. else
  265. return 0;
  266. }
  267. void VertexBuffer::Unlock()
  268. {
  269. switch (lockState_)
  270. {
  271. case LOCK_HARDWARE:
  272. UnmapBuffer();
  273. break;
  274. case LOCK_SHADOW:
  275. SetDataRange(shadowData_.Get() + lockStart_ * vertexSize_, lockStart_, lockCount_);
  276. lockState_ = LOCK_NONE;
  277. break;
  278. case LOCK_SCRATCH:
  279. SetDataRange(lockScratchData_, lockStart_, lockCount_);
  280. if (graphics_)
  281. graphics_->FreeScratchBuffer(lockScratchData_);
  282. lockScratchData_ = 0;
  283. lockState_ = LOCK_NONE;
  284. break;
  285. }
  286. }
  287. bool VertexBuffer::IsDynamic() const
  288. {
  289. return pool_ == D3DPOOL_DEFAULT;
  290. }
  291. void VertexBuffer::UpdateOffsets()
  292. {
  293. unsigned elementOffset = 0;
  294. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  295. {
  296. if (elementMask_ & (1 << i))
  297. {
  298. elementOffset_[i] = elementOffset;
  299. elementOffset += elementSize[i];
  300. }
  301. else
  302. elementOffset_[i] = NO_ELEMENT;
  303. }
  304. vertexSize_ = elementOffset;
  305. }
  306. unsigned long long VertexBuffer::GetBufferHash(unsigned streamIndex, unsigned useMask)
  307. {
  308. unsigned long long bufferHash = elementMask_;
  309. unsigned long long maskHash;
  310. if (useMask == MASK_DEFAULT)
  311. maskHash = ((unsigned long long)elementMask_) * 0x100000000ULL;
  312. else
  313. maskHash = ((unsigned long long)useMask) * 0x100000000ULL;
  314. bufferHash |= maskHash;
  315. bufferHash <<= streamIndex * MAX_VERTEX_ELEMENTS;
  316. return bufferHash;
  317. }
  318. unsigned VertexBuffer::GetVertexSize(unsigned elementMask)
  319. {
  320. unsigned vertexSize = 0;
  321. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  322. {
  323. if (elementMask & (1 << i))
  324. vertexSize += elementSize[i];
  325. }
  326. return vertexSize;
  327. }
  328. unsigned VertexBuffer::GetElementOffset(unsigned elementMask, VertexElement element)
  329. {
  330. unsigned offset = 0;
  331. for (unsigned i = 0; i < MAX_VERTEX_ELEMENTS; ++i)
  332. {
  333. if (i == element)
  334. break;
  335. if (elementMask & (1 << i))
  336. offset += elementSize[i];
  337. }
  338. return offset;
  339. }
  340. bool VertexBuffer::Create()
  341. {
  342. Release();
  343. if (!vertexCount_ || !elementMask_)
  344. return true;
  345. if (graphics_)
  346. {
  347. if (graphics_->IsDeviceLost())
  348. {
  349. LOGWARNING("Vertex buffer creation while device is lost");
  350. return true;
  351. }
  352. IDirect3DDevice9* device = graphics_->GetImpl()->GetDevice();
  353. if (!device || FAILED(device->CreateVertexBuffer(
  354. vertexCount_ * vertexSize_,
  355. usage_,
  356. 0,
  357. (D3DPOOL)pool_,
  358. (IDirect3DVertexBuffer9**)&object_,
  359. 0)))
  360. {
  361. LOGERROR("Could not create vertex buffer");
  362. return false;
  363. }
  364. }
  365. return true;
  366. }
  367. bool VertexBuffer::UpdateToGPU()
  368. {
  369. if (object_ && shadowData_)
  370. return SetData(shadowData_.Get());
  371. else
  372. return false;
  373. }
  374. void* VertexBuffer::MapBuffer(unsigned start, unsigned count, bool discard)
  375. {
  376. void* hwData = 0;
  377. if (object_)
  378. {
  379. DWORD flags = 0;
  380. if (discard && usage_ & D3DUSAGE_DYNAMIC)
  381. flags = D3DLOCK_DISCARD;
  382. if (FAILED(((IDirect3DVertexBuffer9*)object_)->Lock(start * vertexSize_, count * vertexSize_, &hwData, flags)))
  383. LOGERROR("Could not lock vertex buffer");
  384. else
  385. lockState_ = LOCK_HARDWARE;
  386. }
  387. return hwData;
  388. }
  389. void VertexBuffer::UnmapBuffer()
  390. {
  391. if (object_ && lockState_ == LOCK_HARDWARE)
  392. {
  393. ((IDirect3DVertexBuffer9*)object_)->Unlock();
  394. lockState_ = LOCK_NONE;
  395. }
  396. }
  397. }