Torque3D/Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.cpp
2021-01-05 12:57:17 +10:00

234 lines
7.7 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#include "platform/platform.h"
#include "gfx/D3D11/gfxD3D11VertexBuffer.h"
#include "console/console.h"
GFXD3D11VertexBuffer::~GFXD3D11VertexBuffer()
{
if(getOwningDevice() != NULL)
{
if(mBufferType != GFXBufferTypeVolatile)
{
SAFE_RELEASE(vb);
}
}
}
void GFXD3D11VertexBuffer::lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr)
{
PROFILE_SCOPE(GFXD3D11VertexBuffer_lock);
AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "Cannot lock a buffer more than once!");
D3D11_MAP flags = D3D11_MAP_WRITE_DISCARD;
switch(mBufferType)
{
case GFXBufferTypeStatic:
case GFXBufferTypeDynamic:
flags = D3D11_MAP_WRITE_DISCARD;
break;
case GFXBufferTypeVolatile:
// Get or create the volatile buffer...
mVolatileBuffer = D3D11->findVBPool( &mVertexFormat, vertexEnd );
if( !mVolatileBuffer )
mVolatileBuffer = D3D11->createVBPool( &mVertexFormat, mVertexSize );
vb = mVolatileBuffer->vb;
// Get our range now...
AssertFatal(vertexStart == 0, "Cannot get a subrange on a volatile buffer.");
AssertFatal(vertexEnd <= GFX_MAX_DYNAMIC_VERTS, "Cannot get more than GFX_MAX_DYNAMIC_VERTS in a volatile buffer. Up the constant!");
AssertFatal(mVolatileBuffer->lockedVertexStart == 0 && mVolatileBuffer->lockedVertexEnd == 0, "Got more than one lock on the volatile pool.");
// We created the pool when we requested this volatile buffer, so assume it exists...
if( mVolatileBuffer->mNumVerts + vertexEnd > GFX_MAX_DYNAMIC_VERTS )
{
flags = D3D11_MAP_WRITE_DISCARD;
mVolatileStart = vertexStart = 0;
vertexEnd = vertexEnd;
}
else
{
flags = D3D11_MAP_WRITE_NO_OVERWRITE;
mVolatileStart = vertexStart = mVolatileBuffer->mNumVerts;
vertexEnd += mVolatileBuffer->mNumVerts;
}
mVolatileBuffer->mNumVerts = vertexEnd+1;
mVolatileBuffer->lockedVertexStart = vertexStart;
mVolatileBuffer->lockedVertexEnd = vertexEnd;
break;
}
lockedVertexStart = vertexStart;
lockedVertexEnd = vertexEnd;
// uncomment it for debugging purpose. called many times per frame... spammy!
//Con::printf("%x: Locking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
U32 sizeToLock = (vertexEnd - vertexStart) * mVertexSize;
if(mBufferType == GFXBufferTypeStatic)
{
*vertexPtr = new U8[sizeToLock];
mLockedBuffer = *vertexPtr;
}
else
{
D3D11_MAPPED_SUBRESOURCE pVertexData;
ZeroMemory(&pVertexData, sizeof(D3D11_MAPPED_SUBRESOURCE));
HRESULT hr = D3D11DEVICECONTEXT->Map(vb, 0, flags, 0, &pVertexData);
if(FAILED(hr))
{
AssertFatal(false, "Unable to lock vertex buffer.");
}
*vertexPtr = (U8*)pVertexData.pData + (vertexStart * mVertexSize);
}
#ifdef TORQUE_DEBUG
// Allocate a debug buffer large enough for the lock
// plus space for over and under run guard strings.
const U32 guardSize = sizeof( _VBGuardString );
mDebugGuardBuffer = new U8[sizeToLock+(guardSize*2)];
// Setup the guard strings.
dMemcpy( mDebugGuardBuffer, _VBGuardString, guardSize );
dMemcpy( mDebugGuardBuffer + sizeToLock + guardSize, _VBGuardString, guardSize );
// Store the real lock pointer and return our debug pointer.
mLockedBuffer = *vertexPtr;
*vertexPtr = mDebugGuardBuffer + guardSize;
#endif // TORQUE_DEBUG
}
void GFXD3D11VertexBuffer::unlock()
{
PROFILE_SCOPE(GFXD3D11VertexBuffer_unlock);
#ifdef TORQUE_DEBUG
if ( mDebugGuardBuffer )
{
const U32 guardSize = sizeof( _VBGuardString );
const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
// First check the guard areas for overwrites.
AssertFatal(dMemcmp( mDebugGuardBuffer, _VBGuardString, guardSize) == 0,
"GFXD3D11VertexBuffer::unlock - Caught lock memory underrun!" );
AssertFatal(dMemcmp( mDebugGuardBuffer + sizeLocked + guardSize, _VBGuardString, guardSize) == 0,
"GFXD3D11VertexBuffer::unlock - Caught lock memory overrun!" );
// Copy the debug content down to the real VB.
dMemcpy(mLockedBuffer, mDebugGuardBuffer + guardSize, sizeLocked);
// Cleanup.
delete [] mDebugGuardBuffer;
mDebugGuardBuffer = NULL;
//mLockedBuffer = NULL;
}
#endif // TORQUE_DEBUG
if(mBufferType == GFXBufferTypeStatic)
{
const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
//set up the update region of the buffer
D3D11_BOX box;
box.back = 1;
box.front = 0;
box.top = 0;
box.bottom = 1;
box.left = lockedVertexStart * mVertexSize;
box.right = lockedVertexEnd * mVertexSize;
//update the real vb buffer
D3D11DEVICECONTEXT->UpdateSubresource(vb, 0, &box,mLockedBuffer,sizeLocked, 0);
//clean up the old buffer
delete[] mLockedBuffer;
mLockedBuffer = NULL;
}
else
{
D3D11DEVICECONTEXT->Unmap(vb,0);
}
mIsFirstLock = false;
//uncomment it for debugging purpose. called many times per frame... spammy!
//Con::printf("%x: Unlocking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
lockedVertexEnd = lockedVertexStart = 0;
if(mVolatileBuffer.isValid())
{
mVolatileBuffer->lockedVertexStart = 0;
mVolatileBuffer->lockedVertexEnd = 0;
mVolatileBuffer = NULL;
}
}
void GFXD3D11VertexBuffer::zombify()
{
AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "GFXD3D11VertexBuffer::zombify - Cannot zombify a locked buffer!");
// Static buffers are managed by D3D11 so we don't deal with them.
if(mBufferType == GFXBufferTypeDynamic)
{
SAFE_RELEASE(vb);
}
}
void GFXD3D11VertexBuffer::resurrect()
{
// Static buffers are managed by D3D11 so we don't deal with them.
if(mBufferType == GFXBufferTypeDynamic)
{
D3D11_BUFFER_DESC desc;
desc.ByteWidth = mVertexSize * mNumVerts;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_VERTEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &vb);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11VertexBuffer::resurrect - Failed to allocate VB");
}
}
}