Torque3D/Engine/source/gfx/D3D9/gfxD3D9VertexBuffer.cpp
2012-09-19 11:15:01 -04:00

231 lines
8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 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/D3D9/gfxD3D9VertexBuffer.h"
GFXD3D9VertexBuffer::~GFXD3D9VertexBuffer()
{
#ifdef TORQUE_DEBUG
SAFE_DELETE( name );
#endif
if (getOwningDevice() != NULL)
{
if (mBufferType == GFXBufferTypeDynamic)
static_cast<GFXD3D9Device *>(getOwningDevice())->deallocVertexBuffer( this );
else if (mBufferType != GFXBufferTypeVolatile)
{
static_cast<GFXD3D9Device *>(getOwningDevice())->destroyD3DResource( vb );
}
}
}
//-----------------------------------------------------------------------------
// Lock
//-----------------------------------------------------------------------------
void GFXD3D9VertexBuffer::lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr)
{
PROFILE_SCOPE(GFXD3D9VertexBuffer_lock);
AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "Cannot lock a buffer more than once!");
U32 flags = 0;
GFXD3D9Device *d = static_cast<GFXD3D9Device *>( mDevice );
switch( mBufferType )
{
case GFXBufferTypeStatic:
break;
case GFXBufferTypeDynamic:
#ifndef TORQUE_OS_XENON
flags |= D3DLOCK_DISCARD;
#endif
break;
case GFXBufferTypeVolatile:
// Get or create the volatile buffer...
mVolatileBuffer = d->findVBPool( &mVertexFormat, vertexEnd );
if( !mVolatileBuffer )
mVolatileBuffer = d->createVBPool( &mVertexFormat, mVertexSize );
vb = mVolatileBuffer->vb;
// Get our range now...
AssertFatal(vertexStart == 0, "Cannot get a subrange on a volatile buffer.");
AssertFatal(vertexEnd <= MAX_DYNAMIC_VERTS, "Cannot get more than 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 > MAX_DYNAMIC_VERTS )
{
#ifdef TORQUE_OS_XENON
AssertFatal( false, "This should never, ever happen. findVBPool should have returned NULL" );
#else
flags |= D3DLOCK_DISCARD;
#endif
mVolatileStart = vertexStart = 0;
vertexEnd = vertexEnd;
}
else
{
flags |= D3DLOCK_NOOVERWRITE;
mVolatileStart = vertexStart = mVolatileBuffer->mNumVerts;
vertexEnd += mVolatileBuffer->mNumVerts;
}
mVolatileBuffer->mNumVerts = vertexEnd+1;
mVolatileBuffer->lockedVertexStart = vertexStart;
mVolatileBuffer->lockedVertexEnd = vertexEnd;
break;
}
lockedVertexStart = vertexStart;
lockedVertexEnd = vertexEnd;
// Con::printf("%x: Locking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
#ifdef TORQUE_OS_XENON
// If the vertex buffer which we are trying to lock is held by the D3D device
// on Xenon it will bomb. So if that is the case, then SetStreamSource to NULL
// and also call setVertexBuffer because otherwise the state-cache will be hosed
if( d->mCurrentVB != NULL && d->mCurrentVB->vb == vb )
{
d->setVertexBuffer( NULL );
d->mD3DDevice->SetStreamSource( 0, NULL, 0, 0 );
}
// As of October 2006 XDK, range locking is no longer supported. Lock the whole buffer
// and then manually offset the pointer to simulate the subrange. -patw
D3D9Assert( vb->Lock( 0, 0, vertexPtr, flags),
"Unable to lock vertex buffer.");
U8 *tmp = (U8 *)(*vertexPtr);
tmp += ( vertexStart * mVertexSize );
*vertexPtr = tmp;
#else
U32 sizeToLock = (vertexEnd - vertexStart) * mVertexSize;
D3D9Assert( vb->Lock(vertexStart * mVertexSize, sizeToLock, vertexPtr, flags),
"Unable to lock vertex buffer.");
#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
#endif
}
void GFXD3D9VertexBuffer::unlock()
{
PROFILE_SCOPE(GFXD3D9VertexBuffer_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,
"GFXD3D9VertexBuffer::unlock - Caught lock memory underrun!" );
AssertFatal( dMemcmp( mDebugGuardBuffer + sizeLocked + guardSize, _VBGuardString, guardSize ) == 0,
"GFXD3D9VertexBuffer::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
D3D9Assert( vb->Unlock(),
"Unable to unlock vertex buffer.");
mIsFirstLock = false;
// 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;
//vb->Release();
//vb = NULL;
}
}
void GFXD3D9VertexBuffer::zombify()
{
AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "GFXD3D9VertexBuffer::zombify - Cannot zombify a locked buffer!");
// Static buffers are managed by D3D9 so we don't deal with them.
if(mBufferType == GFXBufferTypeDynamic)
{
SAFE_RELEASE(vb);
}
}
void GFXD3D9VertexBuffer::resurrect()
{
// Static buffers are managed by D3D9 so we don't deal with them.
if(mBufferType == GFXBufferTypeDynamic)
{
D3D9Assert(static_cast<GFXD3D9Device*>(mDevice)->mD3DDevice->CreateVertexBuffer( mVertexSize * mNumVerts,
#ifdef TORQUE_OS_XENON
D3DUSAGE_WRITEONLY,
#else
D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY,
#endif
0,
D3DPOOL_DEFAULT,
&vb,
NULL ),
"GFXD3D9VertexBuffer::resurrect - Failed to allocate VB" );
}
}