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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
// $NoKeywords: $
//
//===========================================================================//
#ifndef DYNAMICVB_H
#define DYNAMICVB_H
#ifdef _WIN32
#pragma once
#endif
#include "shaderapidx8_global.h"
/////////////////////////////
// D. Sim Dietrich Jr.
// [email protected]
//////////////////////
// Helper function to unbind an vertex buffer
void Unbind( IDirect3DVertexBuffer9 *pVertexBuffer );
#define X360_VERTEX_BUFFER_SIZE_MULTIPLIER 2.0 //minimum of 1, only affects dynamic buffers
//#define X360_BLOCK_ON_VB_FLUSH //uncomment to block until all data is consumed when a flush is requested. Otherwise we only block when absolutely necessary
//#define SPEW_VERTEX_BUFFER_STALLS //uncomment to allow buffer stall spewing.
#define MB (1024.0f*1024.0f)
class CVertexBuffer { public: CVertexBuffer( D3DDeviceWrapper * pD3D, VertexFormat_t fmt, DWORD theFVF, int vertexSize, int theVertexCount, const char *pTextureBudgetName, bool bSoftwareVertexProcessing, bool dynamic = false );
#ifdef _GAMECONSOLE
CVertexBuffer(); void Init( D3DDeviceWrapper * pD3D, VertexFormat_t fmt, DWORD theFVF, uint8 *pVertexData, int vertexSize, int theVertexCount ); #endif
~CVertexBuffer(); LPDIRECT3DVERTEXBUFFER GetInterface() const { // If this buffer still exists, then Late Creation didn't happen. Best case: we'll render the wrong image. Worst case: Crash.
Assert( !m_pSysmemBuffer ); return m_pVB; } // Use at beginning of frame to force a flush of VB contents on first draw
void FlushAtFrameStart() { m_bFlush = true; } // lock, unlock
unsigned char* Lock( int numVerts, int& baseVertexIndex ); unsigned char* Modify( bool bReadOnly, int firstVertex, int numVerts ); void Unlock( int numVerts );
void HandleLateCreation( );
// Vertex size
int VertexSize() const { return m_VertexSize; }
// Vertex count
int VertexCount() const { return m_VertexCount; } #ifdef _X360
// For some VBs, memory allocation is managed by CGPUBufferAllocator, via ShaderAPI
const GPUBufferHandle_t *GetBufferAllocationHandle( void ); void SetBufferAllocationHandle( const GPUBufferHandle_t &bufferAllocationHandle ); bool IsPooled( void ) { creturn m_GPUBufferHandle.IsValid(); } // Expose the data pointer for read-only CPU access to the data
// (double-indirection supports relocation of the data by CGPUBufferAllocator)
const byte **GetBufferDataPointerAddress( void ); #endif // _X360
static int BufferCount() { #ifdef _DEBUG
return s_BufferCount; #else
return 0; #endif
}
// UID
unsigned int UID() const { #ifdef RECORDING
return m_UID; #else
return 0; #endif
}
void HandlePerFrameTextureStats( int frame ) { #ifdef VPROF_ENABLED
if ( m_Frame != frame && !m_bDynamic ) { m_Frame = frame; m_pFrameCounter += m_nBufferSize; } #endif
} // Do we have enough room without discarding?
bool HasEnoughRoom( int numVertices ) const;
// Is this dynamic?
bool IsDynamic() const { return m_bDynamic; } bool IsExternal() const { return m_bExternalMemory; }
// Block until this part of the vertex buffer is free
void BlockUntilUnused( int nBufferSize );
// used to alter the characteristics after creation
// allows one dynamic vb to be shared for multiple formats
void ChangeConfiguration( int vertexSize, int totalSize ) { Assert( m_bDynamic && !m_bLocked && vertexSize ); m_VertexSize = vertexSize; m_VertexCount = m_nBufferSize / vertexSize; }
// Compute the next offset for the next lock
int NextLockOffset( ) const;
// Returns the allocated size
int AllocationSize() const;
// Returns the number of vertices we have enough room for
int NumVerticesUntilFlush() const { #if defined( _X360 )
if( m_AllocationRing.Count() ) { //Cycle through the ring buffer and see what memory is free now
int iNode = m_AllocationRing.Head(); while( m_AllocationRing.IsValidIndex( iNode ) ) { if( Dx9Device()->IsFencePending( m_AllocationRing[iNode].m_Fence ) ) break;
iNode = m_AllocationRing.Next( iNode ); }
if( m_AllocationRing.IsValidIndex( iNode ) ) { int iEndFreeOffset = m_AllocationRing[iNode].m_iEndOffset; if( iEndFreeOffset < m_Position ) { //Wrapped. Making the arbitrary decision that the return value for this function *should* handle the singe giant allocation case which requires contiguous memory
if( iEndFreeOffset > (m_iNextBlockingPosition - m_Position) ) return iEndFreeOffset / m_VertexSize; else return (m_iNextBlockingPosition - m_Position) / m_VertexSize; } } else { //we didn't block on any fence
return m_VertexCount; } } return m_VertexCount; #else
return (m_nBufferSize - NextLockOffset()) / m_VertexSize; #endif
}
// Marks a fence indicating when this buffer was used
void MarkUsedInRendering() { #ifdef _X360
if ( m_bDynamic && m_pVB ) { Assert( m_AllocationRing.Count() > 0 ); m_AllocationRing[m_AllocationRing.Tail()].m_Fence = Dx9Device()->GetCurrentFence(); } #endif
}
private: void Create( D3DDeviceWrapper *pD3D ); inline void ReallyUnlock( int unlockBytes ) { #if DX_TO_GL_ABSTRACTION
// Knowing how much data was actually written is critical for performance under OpenGL.
#if SHADERAPI_NO_D3DDeviceWrapper
m_pVB->UnlockActualSize( unlockBytes ); #else
Dx9Device()->UnlockActualSize( m_pVB, unlockBytes ); #endif
#else
unlockBytes; // Unused here
#if SHADERAPI_NO_D3DDeviceWrapper
m_pVB->Unlock(); #else
Dx9Device()->Unlock( m_pVB ); #endif
#endif
}
enum LOCK_FLAGS { LOCKFLAGS_FLUSH = D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD, #if !defined( _X360 )
LOCKFLAGS_APPEND = D3DLOCK_NOSYSLOCK | D3DLOCK_NOOVERWRITE #else
// X360BUG: forcing all locks to gpu flush, otherwise bizarre mesh corruption on decals
// Currently iterating with microsoft 360 support to track source of gpu corruption
LOCKFLAGS_APPEND = D3DLOCK_NOSYSLOCK #endif
};
LPDIRECT3DVERTEXBUFFER m_pVB; #ifdef _X360
struct DynamicBufferAllocation_t { DWORD m_Fence; //track whether this memory is safe to use again.
int m_iStartOffset; int m_iEndOffset; unsigned int m_iZPassIdx; // The zpass during which this allocation was made
};
int m_iNextBlockingPosition; // m_iNextBlockingPosition >= m_Position where another allocation is still in use.
unsigned char *m_pAllocatedMemory; int m_iAllocationSize; //Total size of the ring buffer, usually more than what was asked for
IDirect3DVertexBuffer9 m_D3DVertexBuffer; //Only need one shared D3D header for our usage patterns.
CUtlLinkedList<DynamicBufferAllocation_t> m_AllocationRing; //tracks what chunks of our memory are potentially still in use by D3D
#endif
VertexFormat_t m_VertexBufferFormat; // yes, Vertex, only used for allocation tracking
int m_nBufferSize; int m_Position; int m_VertexCount; int m_VertexSize; DWORD m_TheFVF; byte *m_pSysmemBuffer; int m_nSysmemBufferStartBytes;
uint m_nLockCount; unsigned char m_bDynamic : 1; unsigned char m_bLocked : 1; unsigned char m_bFlush : 1; unsigned char m_bExternalMemory : 1; unsigned char m_bSoftwareVertexProcessing : 1; unsigned char m_bLateCreateShouldDiscard : 1;
#ifdef VPROF_ENABLED
int m_Frame; int *m_pFrameCounter; int *m_pGlobalCounter; #endif
#ifdef _DEBUG
static int s_BufferCount; #endif
#ifdef RECORDING
unsigned int m_UID; #endif
};
#if defined( _X360 )
#include "UtlMap.h"
MEMALLOC_DEFINE_EXTERNAL_TRACKING( XMem_CVertexBuffer ); #endif
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
inline CVertexBuffer::CVertexBuffer(D3DDeviceWrapper * pD3D, VertexFormat_t fmt, DWORD theFVF, int vertexSize, int vertexCount, const char *pTextureBudgetName, bool bSoftwareVertexProcessing, bool dynamic ) : m_pVB(0), m_Position(0), m_VertexSize(vertexSize), m_VertexCount(vertexCount), m_bFlush(true), m_bLocked(false), m_bExternalMemory( false ), m_nBufferSize(vertexSize * vertexCount), m_TheFVF( theFVF ), m_bSoftwareVertexProcessing( bSoftwareVertexProcessing ), m_bDynamic(dynamic), m_VertexBufferFormat( fmt ), m_bLateCreateShouldDiscard( false ) #ifdef _X360
,m_pAllocatedMemory(NULL) ,m_iNextBlockingPosition(0) ,m_iAllocationSize(0) #endif
#ifdef VPROF_ENABLED
,m_Frame( -1 ) #endif
{ MEM_ALLOC_CREDIT_( pTextureBudgetName );
#ifdef RECORDING
// assign a UID
static unsigned int uid = 0; m_UID = uid++; #endif
#ifdef _DEBUG
++s_BufferCount; #endif
#ifdef VPROF_ENABLED
if ( !m_bDynamic ) { char name[256]; V_strcpy_safe( name, "TexGroup_global_" ); V_strcat_safe( name, pTextureBudgetName, sizeof(name) ); m_pGlobalCounter = g_VProfCurrentProfile.FindOrCreateCounter( name, COUNTER_GROUP_TEXTURE_GLOBAL );
V_strcpy_safe( name, "TexGroup_frame_" ); V_strcat_safe( name, pTextureBudgetName, sizeof(name) ); m_pFrameCounter = g_VProfCurrentProfile.FindOrCreateCounter( name, COUNTER_GROUP_TEXTURE_PER_FRAME ); } else { m_pGlobalCounter = g_VProfCurrentProfile.FindOrCreateCounter( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_VERTEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL ); } #endif
if ( !g_pShaderUtil->IsRenderThreadSafe() ) { m_pSysmemBuffer = ( byte * )malloc( m_nBufferSize ); m_nSysmemBufferStartBytes = 0; } else { m_pSysmemBuffer = NULL; Create( pD3D ); }
#ifdef VPROF_ENABLED
if ( IsX360() || !m_bDynamic ) { Assert( m_pGlobalCounter ); *m_pGlobalCounter += m_nBufferSize; } #endif
}
void CVertexBuffer::Create( D3DDeviceWrapper *pD3D ) { D3DVERTEXBUFFER_DESC desc; memset( &desc, 0x00, sizeof( desc ) ); desc.Format = D3DFMT_VERTEXDATA; desc.Size = m_nBufferSize; desc.Type = D3DRTYPE_VERTEXBUFFER; desc.Pool = m_bDynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED; desc.FVF = m_TheFVF;
#if defined( IS_WINDOWS_PC ) && defined( SHADERAPIDX9 ) && 0 // this may not be supported on all platforms
extern bool g_ShaderDeviceUsingD3D9Ex; if ( g_ShaderDeviceUsingD3D9Ex ) { desc.Pool = D3DPOOL_DEFAULT; } #endif
desc.Usage = D3DUSAGE_WRITEONLY; if ( m_bDynamic ) { desc.Usage |= D3DUSAGE_DYNAMIC; // Dynamic meshes should never be compressed (slows down writing to them)
Assert( CompressionType( m_TheFVF ) == VERTEX_COMPRESSION_NONE ); } if ( m_bSoftwareVertexProcessing ) { desc.Usage |= D3DUSAGE_SOFTWAREPROCESSING; }
#if !defined( _X360 )
RECORD_COMMAND( DX8_CREATE_VERTEX_BUFFER, 6 ); RECORD_INT( m_UID ); RECORD_INT( m_nBufferSize ); RECORD_INT( desc.Usage ); RECORD_INT( desc.FVF ); RECORD_INT( desc.Pool ); RECORD_INT( m_bDynamic );
HRESULT hr = pD3D->CreateVertexBuffer( m_nBufferSize, desc.Usage, desc.FVF, desc.Pool, &m_pVB, NULL );
if ( hr == D3DERR_OUTOFVIDEOMEMORY || hr == E_OUTOFMEMORY ) { // Don't have the memory for this. Try flushing all managed resources
// out of vid mem and try again.
// FIXME: need to record this
pD3D->EvictManagedResources(); pD3D->CreateVertexBuffer( m_nBufferSize, desc.Usage, desc.FVF, desc.Pool, &m_pVB, NULL ); }
#ifdef _DEBUG
if ( hr != D3D_OK ) { switch ( hr ) { case D3DERR_INVALIDCALL: Assert( !"D3DERR_INVALIDCALL" ); break; case D3DERR_OUTOFVIDEOMEMORY: Assert( !"D3DERR_OUTOFVIDEOMEMORY" ); break; case E_OUTOFMEMORY: Assert( !"E_OUTOFMEMORY" ); break; default: Assert( 0 ); break; } } #endif
Assert( m_pVB );
#else
// _X360
if ( m_bDynamic ) { m_iAllocationSize = m_nBufferSize * X360_VERTEX_BUFFER_SIZE_MULTIPLIER; Assert( m_iAllocationSize >= m_nBufferSize ); m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationSize, MAXULONG_PTR, 0, PAGE_READWRITE | MEM_LARGE_PAGES | PAGE_WRITECOMBINE ); } else { // Fall back to allocating a standalone VB
// NOTE: write-combining (PAGE_WRITECOMBINE) is deliberately not used, since it slows down CPU access to the data (decals+defragmentation)
m_iAllocationSize = m_nBufferSize; m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationSize, MAXULONG_PTR, 0, PAGE_READWRITE ); }
if ( m_pAllocatedMemory ) { MemAlloc_RegisterExternalAllocation( XMem_CVertexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) ); } else { size_t nUsedMemory, nFreeMemory; g_pMemAlloc->GlobalMemoryStatus( &nUsedMemory, &nFreeMemory ); Warning( "Failed to XPhysicalAlloc %.2fmb %s vertex buffer, with %.2fmb total memory free - memory is either exhausted or fragmented!\n", m_iAllocationSize/MB, m_bDynamic?"dynamic":"static", nFreeMemory/MB ); Assert( m_pAllocatedMemory ); // If this assert fires, we're probably out of memory
}
m_iNextBlockingPosition = m_iAllocationSize; #endif
#ifdef MEASURE_DRIVER_ALLOCATIONS
int nMemUsed = 1024; VPROF_INCREMENT_GROUP_COUNTER( "vb count", COUNTER_GROUP_NO_RESET, 1 ); VPROF_INCREMENT_GROUP_COUNTER( "vb driver mem", COUNTER_GROUP_NO_RESET, nMemUsed ); VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed ); #endif
// Track VB allocations
#if !defined( _X360 )
g_VBAllocTracker->CountVB( m_pVB, m_bDynamic, m_nBufferSize, m_VertexSize, m_VertexBufferFormat ); #else
g_VBAllocTracker->CountVB( this, m_bDynamic, m_iAllocationSize, m_VertexSize, m_VertexBufferFormat ); #endif
}
#ifdef _GAMECONSOLE
void *AllocateTempBuffer( size_t nSizeInBytes );
//-----------------------------------------------------------------------------
// This variant is for when we already have the data in physical memory
//-----------------------------------------------------------------------------
inline CVertexBuffer::CVertexBuffer( ) : m_pVB( 0 ), m_Position( 0 ), m_VertexSize( 0 ), m_VertexCount( 0 ), m_bFlush( false ), m_bLocked( false ), m_bExternalMemory( true ), m_nBufferSize( 0 ), m_bDynamic( false ) #ifdef VPROF_ENABLED
,m_Frame( -1 ) #endif
{ #ifdef _X360
m_iAllocationSize = 0; m_pAllocatedMemory = 0; m_iNextBlockingPosition = 0; #endif
}
#include "tier0/memdbgoff.h"
inline void CVertexBuffer::Init( D3DDeviceWrapper *pD3D, VertexFormat_t fmt, DWORD theFVF, uint8 *pVertexData, int vertexSize, int vertexCount ) { m_nBufferSize = vertexSize * vertexCount; m_Position = m_nBufferSize; m_VertexSize = vertexSize; m_VertexCount = vertexCount;
#ifdef _X360
m_iAllocationSize = m_nBufferSize; m_pAllocatedMemory = pVertexData; m_iNextBlockingPosition = m_iAllocationSize; #endif
m_pVB = new( AllocateTempBuffer( sizeof( IDirect3DVertexBuffer9 ) ) ) IDirect3DVertexBuffer9; #ifdef _X360
XGSetVertexBufferHeader( m_nBufferSize, 0, 0, 0, m_pVB ); XGOffsetResourceAddress( m_pVB, pVertexData ); #elif _PS3
memset( &m_pVB->m_vtxDesc, 0, sizeof(m_pVB->m_vtxDesc) ); // m_pVB->m_vtxDesc.Format = ?;
m_pVB->m_vtxDesc.Type = D3DRTYPE_VERTEXBUFFER; m_pVB->m_vtxDesc.Usage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC; m_pVB->m_vtxDesc.Pool = D3DPOOL_DEFAULT; m_pVB->m_vtxDesc.Size = m_nBufferSize; // m_pVB->m_vtxDesc.FVF = theFVF;
m_pVB->m_pBuffer = new( AllocateTempBuffer( sizeof( CPs3gcmBuffer ) ) ) CPs3gcmBuffer; m_pVB->m_pBuffer->m_lmBlock.AttachToExternalMemory( kAllocPs3GcmVertexBufferDynamic, ( uintp )pVertexData - ( uintp )g_ps3gcmGlobalState.m_pLocalBaseAddress, m_nBufferSize ); #endif
}
#include "tier0/memdbgon.h"
#endif // _X360
inline CVertexBuffer::~CVertexBuffer() { // Track VB allocations
#if !defined( _X360 )
if ( m_pVB != NULL ) { g_VBAllocTracker->UnCountVB( m_pVB ); } #else
if ( m_pVB && m_pVB->IsSet( Dx9Device() ) ) { Unbind( m_pVB ); }
if ( !m_bExternalMemory ) { g_VBAllocTracker->UnCountVB( m_pAllocatedMemory ); } #endif
if ( !m_bExternalMemory ) { #ifdef MEASURE_DRIVER_ALLOCATIONS
int nMemUsed = 1024; VPROF_INCREMENT_GROUP_COUNTER( "vb count", COUNTER_GROUP_NO_RESET, -1 ); VPROF_INCREMENT_GROUP_COUNTER( "vb driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed ); VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed ); #endif
#ifdef VPROF_ENABLED
if ( IsX360() || !m_bDynamic ) { Assert( m_pGlobalCounter ); *m_pGlobalCounter -= m_nBufferSize; } #endif
#ifdef _DEBUG
--s_BufferCount; #endif
}
Unlock( 0 );
if ( m_pSysmemBuffer ) { free( m_pSysmemBuffer ); m_pSysmemBuffer = NULL; }
#if !defined( _X360 )
if ( m_pVB && !m_bExternalMemory ) { RECORD_COMMAND( DX8_DESTROY_VERTEX_BUFFER, 1 ); RECORD_INT( m_UID );
#if SHADERAPI_NO_D3DDeviceWrapper
m_pVB->Release(); #else
Dx9Device()->Release( m_pVB ); #endif
} #else
if ( m_pAllocatedMemory && !m_bExternalMemory ) { MemAlloc_RegisterExternalDeallocation( XMem_CVertexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) ); XPhysicalFree( m_pAllocatedMemory ); }
m_pAllocatedMemory = NULL; m_pVB = NULL; #endif
}
//-----------------------------------------------------------------------------
// Compute the next offset for the next lock
//-----------------------------------------------------------------------------
inline int CVertexBuffer::NextLockOffset( ) const { #if !defined( _X360 )
int nNextOffset = ( m_Position + m_VertexSize - 1 ) / m_VertexSize; nNextOffset *= m_VertexSize; return nNextOffset; #else
return m_Position; //position is already aligned properly on unlocks for 360.
#endif
}
//-----------------------------------------------------------------------------
// Do we have enough room without discarding?
//-----------------------------------------------------------------------------
inline bool CVertexBuffer::HasEnoughRoom( int numVertices ) const { #if defined( _X360 )
return numVertices <= m_VertexCount; //the ring buffer will free room as needed
#elif defined( _PS3 )
// Dynamic VBs are used with dynamic IBs that use 16-bit indices, so do not ever let this number exceed 65536
int nMaxVertexCount = m_bDynamic ? MIN( 65536, m_VertexCount ) : m_VertexCount; return ( NextLockOffset() / m_VertexSize + numVertices ) <= nMaxVertexCount; #else
return (NextLockOffset() + (numVertices * m_VertexSize)) <= m_nBufferSize; #endif
}
//-----------------------------------------------------------------------------
// Block until this part of the index buffer is free
//-----------------------------------------------------------------------------
inline void CVertexBuffer::BlockUntilUnused( int nBufferSize ) { Assert( nBufferSize <= m_nBufferSize );
#ifdef _X360
int nLockOffset = NextLockOffset(); Assert( (m_AllocationRing.Count() != 0) || ((m_Position == 0) && (m_iNextBlockingPosition == m_iAllocationSize)) );
if ( (m_iNextBlockingPosition - nLockOffset) >= nBufferSize ) return;
Assert( (m_AllocationRing[m_AllocationRing.Head()].m_iStartOffset == 0) || ((m_iNextBlockingPosition == m_AllocationRing[m_AllocationRing.Head()].m_iStartOffset) && (m_Position <= m_iNextBlockingPosition)) );
int iMinBlockPosition = nLockOffset + nBufferSize; if( iMinBlockPosition > m_iAllocationSize ) { //Allocation requires us to wrap
iMinBlockPosition = nBufferSize; m_Position = 0;
//modify the last allocation so that it uses up the whole tail end of the buffer. Makes other code simpler
Assert( m_AllocationRing.Count() != 0 ); m_AllocationRing[m_AllocationRing.Tail()].m_iEndOffset = m_iAllocationSize;
//treat all allocations between the current position and the tail end of the ring as freed since they will be before we unblock
while( m_AllocationRing.Count() ) { unsigned int head = m_AllocationRing.Head(); if( m_AllocationRing[head].m_iStartOffset == 0 ) break;
m_AllocationRing.Remove( head ); } }
//now we go through the allocations until we find the last fence we care about. Treat everything up until that fence as freed.
DWORD FinalFence = 0; unsigned int iFinalAllocationZPassIdx = 0; while( m_AllocationRing.Count() ) { unsigned int head = m_AllocationRing.Head();
if( m_AllocationRing[head].m_iEndOffset >= iMinBlockPosition ) { //When this frees, we'll finally have enough space for the allocation
FinalFence = m_AllocationRing[head].m_Fence; iFinalAllocationZPassIdx = m_AllocationRing[head].m_iZPassIdx; m_iNextBlockingPosition = m_AllocationRing[head].m_iEndOffset; m_AllocationRing.Remove( head ); break; } m_AllocationRing.Remove( head ); } Assert( FinalFence != 0 );
if( Dx9Device()->IsFencePending( FinalFence ) ) { #ifdef SPEW_VERTEX_BUFFER_STALLS
float st = Plat_FloatTime(); #endif
if ( ( Dx9Device()->GetDeviceState() & D3DDEVICESTATE_ZPASS_BRACKET ) && ( iFinalAllocationZPassIdx == ShaderAPI()->GetConsoleZPassCounter() ) ) { // We're about to overrun our VB ringbuffer in a single Z prepass. To avoid rendering corruption, close out the
// Z prepass and continue. This will reduce early-Z rejection efficiency and could cause a momentary framerate drop,
// but it's better than rendering corruption.
Warning( "Dynamic VB ring buffer overrun in Z Prepass. Tell Thorsten.\n" );
ShaderAPI()->EndConsoleZPass(); }
Dx9Device()->BlockOnFence( FinalFence );
#ifdef SPEW_VERTEX_BUFFER_STALLS
float dt = Plat_FloatTime() - st; Warning( "Blocked locking dynamic vertex buffer for %f ms!\n", 1000.0 * dt ); #endif
}
#endif
}
//-----------------------------------------------------------------------------
// lock, unlock
//-----------------------------------------------------------------------------
inline unsigned char* CVertexBuffer::Lock( int numVerts, int& baseVertexIndex ) { #if defined( _X360 )
if ( m_pVB && m_pVB->IsSet( Dx9Device() ) ) { Unbind( m_pVB ); } #endif
m_nLockCount = numVerts;
unsigned char* pLockedData = 0; baseVertexIndex = 0; int nBufferSize = numVerts * m_VertexSize;
Assert( IsPC() || ( IsGameConsole() && !m_bLocked ) );
// Ensure there is enough space in the VB for this data
if ( numVerts > m_VertexCount ) { Assert( 0 ); return 0; } if ( !IsX360() && !m_pVB && !m_pSysmemBuffer ) return 0;
DWORD dwFlags; if ( m_bDynamic ) { dwFlags = LOCKFLAGS_APPEND;
#if !defined( _X360 )
// If either the user forced us to flush,
// or there is not enough space for the vertex data,
// then flush the buffer contents
if ( !m_Position || m_bFlush || !HasEnoughRoom(numVerts) ) { if ( m_pSysmemBuffer || !g_pShaderUtil->IsRenderThreadSafe() ) m_bLateCreateShouldDiscard = true; m_bFlush = false; m_Position = 0; dwFlags = LOCKFLAGS_FLUSH; } #else
if( m_bFlush ) { # if ( defined( X360_BLOCK_ON_VB_FLUSH ) )
{ if( m_AllocationRing.Count() ) { DWORD FinalFence = m_AllocationRing[m_AllocationRing.Tail()].m_Fence;
m_AllocationRing.RemoveAll(); m_Position = 0; m_iNextBlockingPosition = m_iAllocationSize;
# if ( defined( SPEW_VERTEX_BUFFER_STALLS ) )
if( Dx9Device()->IsFencePending( FinalFence ) ) { float st = Plat_FloatTime(); # endif
Dx9Device()->BlockOnFence( FinalFence ); # if ( defined ( SPEW_VERTEX_BUFFER_STALLS ) )
float dt = Plat_FloatTime() - st; Warning( "Blocked FLUSHING dynamic vertex buffer for %f ms!\n", 1000.0 * dt ); } # endif
} } # endif
m_bFlush = false; } #endif
} else { // Since we are a static VB, always lock the beginning of the buffer.
dwFlags = D3DLOCK_NOSYSLOCK; m_Position = 0; }
if ( IsX360() && m_bDynamic ) { // Block until we have enough room in the buffer, this affects the result of NextLockOffset() in wrap conditions.
BlockUntilUnused( nBufferSize ); m_pVB = NULL; }
int nLockOffset = NextLockOffset( ); RECORD_COMMAND( DX8_LOCK_VERTEX_BUFFER, 4 ); RECORD_INT( m_UID ); RECORD_INT( nLockOffset ); RECORD_INT( nBufferSize ); RECORD_INT( dwFlags );
#if !defined( _X360 )
// If the caller isn't in the thread that owns the render lock, need to return a system memory pointer--cannot talk to GL from
// the non-current thread.
if ( !m_pSysmemBuffer && !g_pShaderUtil->IsRenderThreadSafe() ) { m_pSysmemBuffer = ( byte * )malloc( m_nBufferSize ); m_nSysmemBufferStartBytes = nLockOffset; Assert( ( m_nSysmemBufferStartBytes % m_VertexSize ) == 0 ); }
if ( m_pSysmemBuffer != NULL ) { // Ensure that we're never moving backwards in a buffer--this code would need to be rewritten if so.
// We theorize this can happen if you hit the end of a buffer and then wrap before drawing--but
// this would probably break in other places as well.
Assert( nLockOffset >= m_nSysmemBufferStartBytes ); pLockedData = m_pSysmemBuffer + nLockOffset; } else { #if SHADERAPI_NO_D3DDeviceWrapper
m_pVB->Lock( nLockOffset, nBufferSize, reinterpret_cast< void** >( &pLockedData ), dwFlags ); #else
Dx9Device()->Lock( m_pVB, nLockOffset, nBufferSize, reinterpret_cast< void** >( &pLockedData ), dwFlags ); #endif
} #else
pLockedData = m_pAllocatedMemory + nLockOffset; #endif
Assert( pLockedData != 0 ); m_bLocked = true; if ( !IsX360() ) { baseVertexIndex = nLockOffset / m_VertexSize; } else { baseVertexIndex = 0; } return pLockedData; }
inline unsigned char* CVertexBuffer::Modify( bool bReadOnly, int firstVertex, int numVerts ) { unsigned char* pLockedData = 0; // D3D still returns a pointer when you call lock with 0 verts, so just in
// case it's actually doing something, don't even try to lock the buffer with 0 verts.
if ( numVerts == 0 ) return NULL;
m_nLockCount = numVerts;
// If this hits, m_pSysmemBuffer logic needs to be added to this code.
Assert( g_pShaderUtil->IsRenderThreadSafe() ); Assert( !m_pSysmemBuffer ); // if this hits, then we need to add code to handle it
Assert( m_pVB && !m_bDynamic );
if ( firstVertex + numVerts > m_VertexCount ) { Assert( 0 ); return NULL; }
DWORD dwFlags = D3DLOCK_NOSYSLOCK; if ( bReadOnly ) { dwFlags |= D3DLOCK_READONLY; }
RECORD_COMMAND( DX8_LOCK_VERTEX_BUFFER, 4 ); RECORD_INT( m_UID ); RECORD_INT( firstVertex * m_VertexSize ); RECORD_INT( numVerts * m_VertexSize ); RECORD_INT( dwFlags );
// mmw: for forcing all dynamic... LOCKFLAGS_FLUSH );
#if !defined( _X360 )
#if SHADERAPI_NO_D3DDeviceWrapper
m_pVB->Lock( firstVertex * m_VertexSize, numVerts * m_VertexSize, reinterpret_cast< void** >( &pLockedData ), dwFlags ); #else
Dx9Device()->Lock( m_pVB, firstVertex * m_VertexSize, numVerts * m_VertexSize, reinterpret_cast< void** >( &pLockedData ), dwFlags ); #endif
#else
if ( m_pVB->IsSet( Dx9Device() ) ) { Unbind( m_pVB ); } pLockedData = m_pAllocatedMemory + (firstVertex * m_VertexSize); #endif
m_Position = firstVertex * m_VertexSize; Assert( pLockedData != 0 ); m_bLocked = true;
return pLockedData; }
inline void CVertexBuffer::Unlock( int numVerts ) { if ( !m_bLocked ) return;
if ( !IsX360() && !m_pVB && !m_pSysmemBuffer ) return;
int nLockOffset = NextLockOffset(); int nBufferSize = numVerts * m_VertexSize;
RECORD_COMMAND( DX8_UNLOCK_VERTEX_BUFFER, 1 ); RECORD_INT( m_UID );
#if !defined( _X360 )
if ( m_pSysmemBuffer != NULL ) { } else { #if DX_TO_GL_ABSTRACTION
Assert( numVerts <= (int)m_nLockCount ); int unlockBytes = ( m_bDynamic ? nBufferSize : ( m_nLockCount * m_VertexSize ) ); #else
int unlockBytes = 0; #endif
ReallyUnlock( unlockBytes ); } m_Position = nLockOffset + nBufferSize; #else
if ( m_bDynamic ) { if ( numVerts > 0 ) { DynamicBufferAllocation_t LockData; LockData.m_Fence = Dx9Device()->GetCurrentFence(); //This isn't the correct fence, but it's all we have access to for now and it'll provide marginal safety if something goes really wrong.
LockData.m_iStartOffset = nLockOffset; LockData.m_iEndOffset = LockData.m_iStartOffset + nBufferSize; LockData.m_iZPassIdx = ( Dx9Device()->GetDeviceState() & D3DDEVICESTATE_ZPASS_BRACKET ) ? ShaderAPI()->GetConsoleZPassCounter() : 0;
// Round dynamic locks to 4k boundaries for GPU cache reasons
LockData.m_iEndOffset = ALIGN_VALUE( LockData.m_iEndOffset, 4096 ); if( LockData.m_iEndOffset > m_iAllocationSize ) LockData.m_iEndOffset = m_iAllocationSize; m_AllocationRing.AddToTail( LockData ); m_Position = LockData.m_iEndOffset;
void* pLockedData = m_pAllocatedMemory + LockData.m_iStartOffset;
//Always re-use the same vertex buffer header based on the assumption that D3D copies it off in the draw calls.
m_pVB = &m_D3DVertexBuffer; XGSetVertexBufferHeader( nBufferSize, 0, D3DPOOL_DEFAULT, 0, m_pVB ); XGOffsetResourceAddress( m_pVB, pLockedData );
// Invalidate the GPU caches for this memory.
Dx9Device()->InvalidateGpuCache( pLockedData, nBufferSize, 0 ); } } else { if ( !m_pVB ) { m_pVB = &m_D3DVertexBuffer; XGSetVertexBufferHeader( m_nBufferSize, 0, D3DPOOL_DEFAULT, 0, m_pVB ); XGOffsetResourceAddress( m_pVB, m_pAllocatedMemory ); } m_Position = nLockOffset + nBufferSize;
// Invalidate the GPU caches for this memory.
Dx9Device()->InvalidateGpuCache( m_pAllocatedMemory, m_nBufferSize, 0 ); } #endif
m_bLocked = false; }
inline void CVertexBuffer::HandleLateCreation( ) { if ( !m_pSysmemBuffer ) { return; }
if( !m_pVB ) { bool bPrior = g_VBAllocTracker->TrackMeshAllocations( "HandleLateCreation" ); Create( Dx9Device() ); if ( !bPrior ) { g_VBAllocTracker->TrackMeshAllocations( NULL ); } }
void* pWritePtr = NULL; int dataToWriteBytes = m_bDynamic ? ( m_Position - m_nSysmemBufferStartBytes ) : ( m_nLockCount * m_VertexSize ); DWORD dwFlags = D3DLOCK_NOSYSLOCK; if ( m_bDynamic ) { dwFlags |= ( m_bLateCreateShouldDiscard ? D3DLOCK_DISCARD : D3DLOCK_NOOVERWRITE ); } // Always clear this.
m_bLateCreateShouldDiscard = false; // If we've wrapped might as well transfer the whole VB
if (dataToWriteBytes < 1) { dataToWriteBytes = m_VertexCount * VertexSize(); m_nSysmemBufferStartBytes = 0; }
// Don't use the Lock function, it does a bunch of stuff we don't want.
#if SHADERAPI_NO_D3DDeviceWrapper
HRESULT hr = m_pVB->Lock( m_nSysmemBufferStartBytes, dataToWriteBytes, &pWritePtr, dwFlags); #else
HRESULT hr = Dx9Device()->Lock( m_pVB, m_nSysmemBufferStartBytes, dataToWriteBytes, &pWritePtr, dwFlags ); #endif
// If this fails we're about to crash. Consider skipping the update and leaving
// m_pSysmemBuffer around to try again later. (For example in case of device loss)
Assert( SUCCEEDED( hr ) ); hr; memcpy( pWritePtr, m_pSysmemBuffer + m_nSysmemBufferStartBytes, dataToWriteBytes ); ReallyUnlock( dataToWriteBytes );
free( m_pSysmemBuffer ); m_pSysmemBuffer = NULL; }
// Returns the allocated size
inline int CVertexBuffer::AllocationSize() const { #ifdef _X360
return m_iAllocationSize; #else
return m_VertexCount * m_VertexSize; #endif
}
#endif // DYNAMICVB_H
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