Torque3D/Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.cpp
2016-03-20 21:48:52 +10:00

223 lines
6.9 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 "gfx/D3D11/gfxD3D11Device.h"
#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
#include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h"
#include "core/util/safeRelease.h"
void GFXD3D11PrimitiveBuffer::prepare()
{
D3D11->_setPrimitiveBuffer(this);
}
void GFXD3D11PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
{
AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
mLocked = true;
D3D11_MAP flags = D3D11_MAP_WRITE_DISCARD;
switch(mBufferType)
{
case GFXBufferTypeImmutable:
case GFXBufferTypeStatic:
case GFXBufferTypeDynamic:
flags = D3D11_MAP_WRITE_DISCARD;
break;
case GFXBufferTypeVolatile:
// Get our range now...
AssertFatal(indexStart == 0, "Cannot get a subrange on a volatile buffer.");
AssertFatal(indexEnd < MAX_DYNAMIC_INDICES, "Cannot get more than MAX_DYNAMIC_INDICES in a volatile buffer. Up the constant!");
// Get the primtive buffer
mVolatileBuffer = D3D11->mDynamicPB;
AssertFatal( mVolatileBuffer, "GFXD3D11PrimitiveBuffer::lock - No dynamic primitive buffer was available!");
// We created the pool when we requested this volatile buffer, so assume it exists...
if(mVolatileBuffer->mIndexCount + indexEnd > MAX_DYNAMIC_INDICES)
{
flags = D3D11_MAP_WRITE_DISCARD;
mVolatileStart = indexStart = 0;
indexEnd = indexEnd;
}
else
{
flags = D3D11_MAP_WRITE_NO_OVERWRITE;
mVolatileStart = indexStart = mVolatileBuffer->mIndexCount;
indexEnd += mVolatileBuffer->mIndexCount;
}
mVolatileBuffer->mIndexCount = indexEnd + 1;
ib = mVolatileBuffer->ib;
break;
}
mIndexStart = indexStart;
mIndexEnd = indexEnd;
if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
{
U32 sizeToLock = (indexEnd - indexStart) * sizeof(U16);
*indexPtr = new U8[sizeToLock];
mLockedBuffer = *indexPtr;
}
else
{
D3D11_MAPPED_SUBRESOURCE pIndexData;
ZeroMemory(&pIndexData, sizeof(D3D11_MAPPED_SUBRESOURCE));
HRESULT hr = D3D11DEVICECONTEXT->Map(ib, 0, flags, 0, &pIndexData);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11PrimitiveBuffer::lock - Could not lock primitive buffer.");
}
*indexPtr = (U8*)pIndexData.pData + (indexStart * sizeof(U16)) ;
}
#ifdef TORQUE_DEBUG
// Allocate a debug buffer large enough for the lock
// plus space for over and under run guard strings.
mLockedSize = (indexEnd - indexStart) * sizeof(U16);
const U32 guardSize = sizeof( _PBGuardString );
mDebugGuardBuffer = new U8[mLockedSize+(guardSize*2)];
// Setup the guard strings.
dMemcpy( mDebugGuardBuffer, _PBGuardString, guardSize );
dMemcpy( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize );
// Store the real lock pointer and return our debug pointer.
mLockedBuffer = *indexPtr;
*indexPtr = (U16*)( mDebugGuardBuffer + guardSize );
#endif // TORQUE_DEBUG
}
void GFXD3D11PrimitiveBuffer::unlock()
{
#ifdef TORQUE_DEBUG
if ( mDebugGuardBuffer )
{
const U32 guardSize = sizeof( _PBGuardString );
// First check the guard areas for overwrites.
AssertFatal( dMemcmp( mDebugGuardBuffer, _PBGuardString, guardSize ) == 0,
"GFXD3D11PrimitiveBuffer::unlock - Caught lock memory underrun!" );
AssertFatal( dMemcmp( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize ) == 0,
"GFXD3D11PrimitiveBuffer::unlock - Caught lock memory overrun!" );
// Copy the debug content down to the real PB.
dMemcpy( mLockedBuffer, mDebugGuardBuffer + guardSize, mLockedSize );
// Cleanup.
delete [] mDebugGuardBuffer;
mDebugGuardBuffer = NULL;
//mLockedBuffer = NULL;
mLockedSize = 0;
}
#endif // TORQUE_DEBUG
const U32 totalSize = this->mIndexCount * sizeof(U16);
if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
{
//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 = mIndexStart *sizeof(U16);
box.right = mIndexEnd * sizeof(U16);
//update the real ib buffer
D3D11DEVICECONTEXT->UpdateSubresource(ib, 0, &box,mLockedBuffer,totalSize, 0);
//clean up the old buffer
delete[] mLockedBuffer;
mLockedBuffer = NULL;
}
else
{
D3D11DEVICECONTEXT->Unmap(ib,0);
}
mLocked = false;
mIsFirstLock = false;
mVolatileBuffer = NULL;
}
GFXD3D11PrimitiveBuffer::~GFXD3D11PrimitiveBuffer()
{
if( mBufferType != GFXBufferTypeVolatile )
{
SAFE_RELEASE(ib);
}
}
void GFXD3D11PrimitiveBuffer::zombify()
{
if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
return;
AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::zombify - Cannot zombify a locked buffer!");
if (mBufferType == GFXBufferTypeVolatile)
{
// We must null the volatile buffer else we're holding
// a dead pointer which can be set on the device.
ib = NULL;
return;
}
// Dynamic buffers get released.
SAFE_RELEASE(ib);
}
void GFXD3D11PrimitiveBuffer::resurrect()
{
if ( mBufferType != GFXBufferTypeDynamic )
return;
D3D11_BUFFER_DESC desc;
desc.ByteWidth = sizeof(U16) * mIndexCount;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
desc.MiscFlags = 0;
desc.StructureByteStride = 0;
HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &ib);
if(FAILED(hr))
{
AssertFatal(false, "GFXD3D11PrimitiveBuffer::resurrect - Failed to allocate an index buffer.");
}
}