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1047 lines
28 KiB
1047 lines
28 KiB
//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
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//
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// Purpose:
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//
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//=============================================================================//
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#ifndef DYNAMICIB_H
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#define DYNAMICIB_H
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#ifdef _WIN32
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#pragma once
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#endif
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#include "locald3dtypes.h"
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#include "recording.h"
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#include "shaderapidx8_global.h"
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#include "shaderapidx8.h"
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#include "shaderapi/ishaderutil.h"
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#include "materialsystem/ivballoctracker.h"
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#include "tier1/memstack.h"
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/////////////////////////////
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// D. Sim Dietrich Jr.
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// [email protected]
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/////////////////////////////
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#ifdef _WIN32
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#pragma warning (disable:4189)
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#endif
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#include "locald3dtypes.h"
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#include "tier1/strtools.h"
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#include "tier1/utlqueue.h"
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#include "tier0/memdbgon.h"
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// Helper function to unbind an index buffer
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void Unbind( IDirect3DIndexBuffer9 *pIndexBuffer );
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#define X360_INDEX_BUFFER_SIZE_MULTIPLIER 2.0 //minimum of 1, only affects dynamic buffers
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//#define X360_BLOCK_ON_IB_FLUSH //uncomment to block until all data is consumed when a flush is requested. Otherwise we only block when absolutely necessary
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#ifndef _CERT
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#define SPEW_INDEX_BUFFER_STALLS //uncomment to allow buffer stall spewing.
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#endif
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class CIndexBuffer
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{
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public:
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CIndexBuffer( D3DDeviceWrapper *pD3D, int count, bool bSoftwareVertexProcessing, bool dynamic = false, MeshBuffersAllocationSettings_t *pSettings = 0 );
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#ifdef _GAMECONSOLE
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CIndexBuffer();
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void Init( D3DDeviceWrapper *pD3D, uint16 *pIndexMemory, int count );
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#endif
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~CIndexBuffer();
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LPDIRECT3DINDEXBUFFER GetInterface() const
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{
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// If this buffer still exists, then Late Creation didn't happen. Best case: we'll render the wrong image. Worst case: Crash.
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Assert( !m_pSysmemBuffer );
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return m_pIB;
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}
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// Use at beginning of frame to force a flush of VB contents on first draw
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void FlushAtFrameStart() { m_bFlush = true; }
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// lock, unlock
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unsigned short *Lock( bool bReadOnly, int numIndices, int &startIndex, int startPosition = -1 );
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void Unlock( int numIndices );
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void HandleLateCreation( );
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// Index position
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int IndexPosition() const { return m_Position; }
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// Index size
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int IndexSize() const { return sizeof(unsigned short); }
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// Index count
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int IndexCount() const { return m_IndexCount; }
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// Do we have enough room without discarding?
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bool HasEnoughRoom( int numIndices ) const;
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int GetIndicesLeft() const;
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bool IsDynamic() const { return m_bDynamic; }
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bool IsExternal() const { return m_bExternalMemory; }
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// Block until there's a free portion of the buffer of this size, m_Position will be updated to point at where this section starts
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void BlockUntilUnused( int nAllocationSize );
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#ifdef CHECK_INDICES
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void UpdateShadowIndices( unsigned short *pData )
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{
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Assert( m_LockedStartIndex + m_LockedNumIndices <= m_NumIndices );
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memcpy( m_pShadowIndices + m_LockedStartIndex, pData, m_LockedNumIndices * IndexSize() );
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}
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unsigned short GetShadowIndex( int i )
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{
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Assert( i >= 0 && i < (int)m_NumIndices );
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return m_pShadowIndices[i];
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}
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#endif
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// UID
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unsigned int UID() const
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{
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#ifdef RECORDING
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return m_UID;
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#else
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return 0;
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#endif
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}
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void HandlePerFrameTextureStats( int frame )
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{
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#ifdef VPROF_ENABLED
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if ( m_Frame != frame && !m_bDynamic )
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{
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m_Frame = frame;
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_frame_" TEXTURE_GROUP_STATIC_INDEX_BUFFER,
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COUNTER_GROUP_TEXTURE_PER_FRAME, IndexCount() * IndexSize() );
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}
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#endif
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}
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static int BufferCount()
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{
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#ifdef _DEBUG
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return s_BufferCount;
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#else
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return 0;
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#endif
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}
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inline int AllocationSize() const;
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inline int AllocationCount() const;
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// Marks a fence indicating when this buffer was used
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void MarkUsedInRendering()
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{
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#ifdef _X360
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if ( m_bDynamic && m_pIB )
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{
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Assert( m_AllocationRing.Count() > 0 );
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m_AllocationRing[m_AllocationRing.Tail()].m_Fence = Dx9Device()->GetCurrentFence();
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}
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#endif
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}
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private :
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void Create( D3DDeviceWrapper *pD3D );
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inline void ReallyUnlock( int unlockBytes )
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{
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#if DX_TO_GL_ABSTRACTION
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// Knowing how much data was actually written is critical for performance under OpenGL.
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#if SHADERAPI_NO_D3DDeviceWrapper
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m_pIB->UnlockActualSize( unlockBytes );
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#else
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Dx9Device()->UnlockActualSize( m_pIB, unlockBytes );
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#endif
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#else
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unlockBytes; // Unused here
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#if SHADERAPI_NO_D3DDeviceWrapper
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m_pIB->Unlock();
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#else
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Dx9Device()->Unlock( m_pIB );
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#endif
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#endif
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}
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enum LOCK_FLAGS
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{
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LOCKFLAGS_FLUSH = D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD,
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#if !defined( _X360 )
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LOCKFLAGS_APPEND = D3DLOCK_NOSYSLOCK | D3DLOCK_NOOVERWRITE
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#else
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// X360BUG: forcing all locks to gpu flush, otherwise bizarre mesh corruption on decals
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// Currently iterating with microsoft 360 support to track source of gpu corruption
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LOCKFLAGS_APPEND = D3DLOCK_NOSYSLOCK
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#endif
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};
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LPDIRECT3DINDEXBUFFER m_pIB;
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#ifdef _X360
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struct DynamicBufferAllocation_t
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{
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DWORD m_Fence; //track whether this memory is safe to use again.
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int m_iStartOffset;
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int m_iEndOffset;
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unsigned int m_iZPassIdx; // The zpass during which this allocation was made
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};
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int m_iNextBlockingPosition; // m_iNextBlockingPosition >= m_Position where another allocation is still in use.
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unsigned char *m_pAllocatedMemory;
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int m_iAllocationCount; //The total number of indices the buffer we allocated can hold. Usually greater than the number of indices asked for
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IDirect3DIndexBuffer9 m_D3DIndexBuffer; //Only need one shared D3D header for our usage patterns.
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CUtlLinkedList<DynamicBufferAllocation_t> m_AllocationRing; //tracks what chunks of our memory are potentially still in use by D3D
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#endif
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int m_IndexCount;
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int m_Position;
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byte *m_pSysmemBuffer;
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int m_nSysmemBufferStartBytes;
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unsigned char m_bLocked : 1;
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unsigned char m_bFlush : 1;
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unsigned char m_bDynamic : 1;
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unsigned char m_bExternalMemory : 1;
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unsigned char m_bSoftwareVertexProcessing : 1;
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unsigned char m_bLateCreateShouldDiscard : 1;
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#ifdef VPROF_ENABLED
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int m_Frame;
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#endif
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#ifdef _DEBUG
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static int s_BufferCount;
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#endif
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#ifdef RECORDING
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unsigned int m_UID;
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#endif
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#if SHADERAPI_NO_D3DDeviceWrapper
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#else
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LockedBufferContext m_LockData;
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#endif
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protected:
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#ifdef CHECK_INDICES
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unsigned short *m_pShadowIndices;
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unsigned int m_NumIndices;
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#endif
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unsigned int m_LockedStartIndex;
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unsigned int m_LockedNumIndices;
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};
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#if defined( _X360 )
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#include "UtlMap.h"
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MEMALLOC_DEFINE_EXTERNAL_TRACKING( XMem_CIndexBuffer );
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#endif
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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inline CIndexBuffer::CIndexBuffer( D3DDeviceWrapper *pD3D, int count,
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bool bSoftwareVertexProcessing, bool dynamic, MeshBuffersAllocationSettings_t *pSettings ) :
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m_pIB(0),
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m_Position(0),
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m_bFlush(true),
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m_bLocked(false),
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m_bExternalMemory(false),
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m_bDynamic(dynamic),
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m_bSoftwareVertexProcessing( bSoftwareVertexProcessing ),
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m_bLateCreateShouldDiscard( false )
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#ifdef _X360
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,m_pAllocatedMemory(NULL)
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,m_iNextBlockingPosition(0)
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,m_iAllocationCount(0)
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#endif
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#ifdef VPROF_ENABLED
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,m_Frame( -1 )
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#endif
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{
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// For write-combining, ensure we always have locked memory aligned to 4-byte boundaries
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count = ALIGN_VALUE( count, 2 );
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m_IndexCount = count;
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MEM_ALLOC_CREDIT_( m_bDynamic ? ( "D3D: " TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER ) : ( "D3D: " TEXTURE_GROUP_STATIC_INDEX_BUFFER ) );
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#ifdef CHECK_INDICES
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m_pShadowIndices = NULL;
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#endif
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#ifdef RECORDING
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// assign a UID
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static unsigned int uid = 0;
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m_UID = uid++;
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#endif
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#ifdef _DEBUG
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++s_BufferCount;
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#endif
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#ifdef CHECK_INDICES
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m_pShadowIndices = new unsigned short[ m_IndexCount ];
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m_NumIndices = m_IndexCount;
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#endif
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#if !defined(_X360)
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if ( !g_pShaderUtil->IsRenderThreadSafe() )
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{
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m_pSysmemBuffer = ( byte * )malloc( count * IndexSize() );
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m_nSysmemBufferStartBytes = 0;
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}
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else
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{
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m_pSysmemBuffer = NULL;
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Create( pD3D );
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}
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#else
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// _X360
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int nBufferSize = (count * IndexSize());
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if ( m_bDynamic )
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{
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m_iAllocationCount = count * X360_INDEX_BUFFER_SIZE_MULTIPLIER;
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Assert( m_iAllocationCount >= count );
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m_iAllocationCount = ALIGN_VALUE( m_iAllocationCount, 2 );
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m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationCount * IndexSize(), MAXULONG_PTR, 0, PAGE_READWRITE | MEM_LARGE_PAGES | PAGE_WRITECOMBINE );
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}
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else
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{
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// Fall back to allocating a standalone IB
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// NOTE: write-combining (PAGE_WRITECOMBINE) is deliberately not used, since it slows down CPU access to the data (decals+defragmentation)
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m_iAllocationCount = count;
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m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( nBufferSize, MAXULONG_PTR, 0, PAGE_READWRITE );
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}
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if ( m_pAllocatedMemory )
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{
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MemAlloc_RegisterExternalAllocation( XMem_CIndexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) );
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}
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m_iNextBlockingPosition = m_iAllocationCount;
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#endif // _X360
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#ifdef VPROF_ENABLED
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if ( !m_bDynamic )
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{
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER,
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COUNTER_GROUP_TEXTURE_GLOBAL, IndexCount() * IndexSize() );
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}
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else if ( IsX360() )
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{
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER,
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COUNTER_GROUP_TEXTURE_GLOBAL, IndexCount() * IndexSize() );
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}
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#endif
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}
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void CIndexBuffer::Create( D3DDeviceWrapper *pD3D )
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{
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D3DINDEXBUFFER_DESC desc;
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memset( &desc, 0x00, sizeof( desc ) );
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desc.Format = D3DFMT_INDEX16;
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desc.Size = sizeof(unsigned short) * m_IndexCount;
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desc.Type = D3DRTYPE_INDEXBUFFER;
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desc.Pool = D3DPOOL_DEFAULT;
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desc.Usage = D3DUSAGE_WRITEONLY;
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if ( m_bDynamic )
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{
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desc.Usage |= D3DUSAGE_DYNAMIC;
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}
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if ( m_bSoftwareVertexProcessing )
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{
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desc.Usage |= D3DUSAGE_SOFTWAREPROCESSING;
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}
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RECORD_COMMAND( DX8_CREATE_INDEX_BUFFER, 6 );
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RECORD_INT( m_UID );
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RECORD_INT( m_IndexCount * IndexSize() );
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RECORD_INT( desc.Usage );
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RECORD_INT( desc.Format );
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RECORD_INT( desc.Pool );
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RECORD_INT( m_bDynamic );
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#if !defined( _X360 )
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HRESULT hr = pD3D->CreateIndexBuffer(
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m_IndexCount * IndexSize(),
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desc.Usage,
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desc.Format,
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desc.Pool,
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&m_pIB,
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NULL );
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if ( hr != D3D_OK )
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{
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Warning( "CreateIndexBuffer failed!\n" );
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}
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if ( ( hr == D3DERR_OUTOFVIDEOMEMORY ) || ( hr == E_OUTOFMEMORY ) )
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{
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// Don't have the memory for this. Try flushing all managed resources
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// out of vid mem and try again.
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// FIXME: need to record this
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pD3D->EvictManagedResources();
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hr = pD3D->CreateIndexBuffer( m_IndexCount * IndexSize(),
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desc.Usage, desc.Format, desc.Pool, &m_pIB, NULL );
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}
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Assert( m_pIB );
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Assert( hr == D3D_OK );
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#ifdef MEASURE_DRIVER_ALLOCATIONS
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int nMemUsed = 1024;
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VPROF_INCREMENT_GROUP_COUNTER( "ib count", COUNTER_GROUP_NO_RESET, 1 );
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VPROF_INCREMENT_GROUP_COUNTER( "ib driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
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VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed );
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#endif
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#if defined( _DEBUG )
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if ( IsPC() && m_pIB && !m_pSysmemBuffer )
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{
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D3DINDEXBUFFER_DESC aDesc;
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m_pIB->GetDesc( &aDesc );
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Assert( memcmp( &aDesc, &desc, sizeof( desc ) ) == 0 );
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}
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#endif
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}
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#ifdef _GAMECONSOLE
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void *AllocateTempBuffer( size_t nSizeInBytes );
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inline CIndexBuffer::CIndexBuffer() :
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m_pIB(0),
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m_Position(0),
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m_bFlush(false),
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m_bLocked(false),
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m_bExternalMemory( true ),
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m_bDynamic( false )
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#ifdef VPROF_ENABLED
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,m_Frame( -1 )
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#endif
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{
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m_IndexCount = 0;
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#ifdef CHECK_INDICES
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m_pShadowIndices = NULL;
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#endif
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#ifdef _X360
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m_iAllocationCount = 0;
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m_pAllocatedMemory = NULL;
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m_iNextBlockingPosition = 0;
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#endif
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}
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#include "tier0/memdbgoff.h"
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inline IDirect3DIndexBuffer9 *CreateExternalDynamicIB( uint16 *pIndexMemory, int count )
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{
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int nBufferSize = count * sizeof(uint16);
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IDirect3DIndexBuffer9 *pIB = new( AllocateTempBuffer( sizeof( IDirect3DIndexBuffer9 ) ) ) IDirect3DIndexBuffer9;
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#ifdef _X360
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XGSetIndexBufferHeader( nBufferSize, 0, D3DFMT_INDEX16, 0, 0, pIB );
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XGOffsetResourceAddress( pIB, pIndexMemory );
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#elif defined( _PS3 )
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pIB->m_idxDesc.Format = D3DFMT_INDEX16;
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pIB->m_idxDesc.Type = D3DRTYPE_INDEXBUFFER;
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pIB->m_idxDesc.Usage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC;
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pIB->m_idxDesc.Pool = D3DPOOL_DEFAULT;
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pIB->m_idxDesc.Size = nBufferSize;
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pIB->m_pBuffer = new( AllocateTempBuffer( sizeof( CPs3gcmBuffer ) ) ) CPs3gcmBuffer;
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pIB->m_pBuffer->m_lmBlock.AttachToExternalMemory( kAllocPs3GcmIndexBufferDynamic,
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( uintp )pIndexMemory - ( uintp )g_ps3gcmGlobalState.m_pLocalBaseAddress, nBufferSize );
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#endif
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return pIB;
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}
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inline void CIndexBuffer::Init( D3DDeviceWrapper *pD3D, uint16 *pIndexMemory, int count )
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{
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m_IndexCount = count;
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m_Position = count;
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#ifdef _X360
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m_iAllocationCount = count;
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m_pAllocatedMemory = (uint8*)pIndexMemory;
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m_iNextBlockingPosition = m_iAllocationCount;
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#endif
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m_pIB = CreateExternalDynamicIB( pIndexMemory, count );
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}
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#include "tier0/memdbgon.h"
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#endif // _GAMECONSOLE
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inline CIndexBuffer::~CIndexBuffer()
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{
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#ifdef _DEBUG
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if ( !m_bExternalMemory )
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{
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--s_BufferCount;
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}
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|
#endif
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|
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Unlock(0);
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#ifdef CHECK_INDICES
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if ( m_pShadowIndices )
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{
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delete [] m_pShadowIndices;
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m_pShadowIndices = NULL;
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}
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|
#endif
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|
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if ( m_pSysmemBuffer )
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{
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free( m_pSysmemBuffer );
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m_pSysmemBuffer = NULL;
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}
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|
|
|
#ifdef MEASURE_DRIVER_ALLOCATIONS
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|
if ( !m_bExternalMemory )
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|
{
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|
int nMemUsed = 1024;
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|
VPROF_INCREMENT_GROUP_COUNTER( "ib count", COUNTER_GROUP_NO_RESET, -1 );
|
|
VPROF_INCREMENT_GROUP_COUNTER( "ib driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
|
|
VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed );
|
|
}
|
|
#endif
|
|
|
|
#if !defined( _X360 )
|
|
if ( m_pIB && !m_bExternalMemory )
|
|
{
|
|
RECORD_COMMAND( DX8_DESTROY_INDEX_BUFFER, 1 );
|
|
RECORD_INT( m_UID );
|
|
|
|
#if SHADERAPI_NO_D3DDeviceWrapper
|
|
m_pIB->Release();
|
|
#else
|
|
Dx9Device()->Release( m_pIB );
|
|
#endif
|
|
}
|
|
#else
|
|
if ( m_pIB && m_pIB->IsSet( Dx9Device() ) )
|
|
{
|
|
Unbind( m_pIB );
|
|
}
|
|
|
|
if ( m_pAllocatedMemory && !m_bExternalMemory )
|
|
{
|
|
MemAlloc_RegisterExternalDeallocation( XMem_CIndexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) );
|
|
XPhysicalFree( m_pAllocatedMemory );
|
|
}
|
|
|
|
m_pAllocatedMemory = NULL;
|
|
m_pIB = NULL;
|
|
#endif
|
|
|
|
#ifdef VPROF_ENABLED
|
|
if ( !m_bExternalMemory )
|
|
{
|
|
if ( !m_bDynamic )
|
|
{
|
|
VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER,
|
|
COUNTER_GROUP_TEXTURE_GLOBAL, - IndexCount() * IndexSize() );
|
|
}
|
|
else if ( IsX360() )
|
|
{
|
|
VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER,
|
|
COUNTER_GROUP_TEXTURE_GLOBAL, - IndexCount() * IndexSize() );
|
|
}
|
|
}
|
|
#endif
|
|
}
|
|
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Do we have enough room without discarding?
|
|
//-----------------------------------------------------------------------------
|
|
inline bool CIndexBuffer::HasEnoughRoom( int numIndices ) const
|
|
{
|
|
#if !defined( _X360 )
|
|
return ( numIndices + m_Position ) <= m_IndexCount;
|
|
#else
|
|
return numIndices <= m_IndexCount; //the ring buffer will free room as needed
|
|
#endif
|
|
}
|
|
|
|
inline int CIndexBuffer::GetIndicesLeft() const
|
|
{
|
|
#if !defined( _X360 )
|
|
return m_IndexCount - m_Position ;
|
|
#else
|
|
return m_IndexCount; //the ring buffer will free room as needed
|
|
#endif
|
|
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Block until this part of the index buffer is free
|
|
//-----------------------------------------------------------------------------
|
|
inline void CIndexBuffer::BlockUntilUnused( int nAllocationSize )
|
|
{
|
|
Assert( nAllocationSize <= m_IndexCount );
|
|
|
|
#ifdef _X360
|
|
Assert( (m_AllocationRing.Count() != 0) || ((m_Position == 0) && (m_iNextBlockingPosition == m_iAllocationCount)) );
|
|
|
|
if ( (m_iNextBlockingPosition - m_Position) >= nAllocationSize )
|
|
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 = m_Position + nAllocationSize;
|
|
if( iMinBlockPosition > m_iAllocationCount )
|
|
{
|
|
//Allocation requires us to wrap
|
|
iMinBlockPosition = nAllocationSize;
|
|
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_iAllocationCount;
|
|
|
|
//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_INDEX_BUFFER_STALLS
|
|
float st = Plat_FloatTime();
|
|
#endif
|
|
|
|
if ( ( Dx9Device()->GetDeviceState() & D3DDEVICESTATE_ZPASS_BRACKET ) &&
|
|
( iFinalAllocationZPassIdx == ShaderAPI()->GetConsoleZPassCounter() ) )
|
|
{
|
|
// We're about to overrun our IB 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 IB ring buffer overrun in Z Prepass. Tell Thorsten.\n" );
|
|
|
|
ShaderAPI()->EndConsoleZPass();
|
|
}
|
|
|
|
Dx9Device()->BlockOnFence( FinalFence );
|
|
|
|
#ifdef SPEW_INDEX_BUFFER_STALLS
|
|
float dt = Plat_FloatTime() - st;
|
|
Warning( "Blocked locking dynamic index buffer for %f ms!\n", 1000.0 * dt );
|
|
#endif
|
|
}
|
|
|
|
#endif
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// lock, unlock
|
|
//-----------------------------------------------------------------------------
|
|
inline unsigned short* CIndexBuffer::Lock( bool bReadOnly, int numIndices, int& startIndex, int startPosition )
|
|
{
|
|
Assert( !m_bLocked );
|
|
|
|
#if defined( _X360 )
|
|
if ( m_pIB && m_pIB->IsSet( Dx9Device() ) )
|
|
{
|
|
Unbind( m_pIB );
|
|
}
|
|
#endif
|
|
|
|
unsigned short* pLockedData = NULL;
|
|
|
|
// For write-combining, ensure we always have locked memory aligned to 4-byte boundaries
|
|
if( m_bDynamic )
|
|
numIndices = ALIGN_VALUE( numIndices, 2 );
|
|
|
|
// Ensure there is enough space in the IB for this data
|
|
if ( numIndices > m_IndexCount )
|
|
{
|
|
Error( "too many indices for index buffer. . tell a programmer (%d>%d)\n", ( int )numIndices, ( int )m_IndexCount );
|
|
Assert( false );
|
|
return 0;
|
|
}
|
|
|
|
if ( !IsX360() && !m_pIB && !m_pSysmemBuffer )
|
|
return 0;
|
|
|
|
DWORD dwFlags;
|
|
|
|
if ( m_bDynamic )
|
|
{
|
|
// startPosition now can be != -1, when calling in here with a static (staging) buffer.
|
|
#if !defined( _X360 )
|
|
dwFlags = LOCKFLAGS_APPEND;
|
|
|
|
// If either user forced us to flush,
|
|
// or there is not enough space for the vertex data,
|
|
// then flush the buffer contents
|
|
// xbox must not append at position 0 because nooverwrite cannot be guaranteed
|
|
|
|
if ( !m_Position || m_bFlush || !HasEnoughRoom(numIndices) )
|
|
{
|
|
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_IB_FLUSH ) )
|
|
{
|
|
if( m_AllocationRing.Count() )
|
|
{
|
|
DWORD FinalFence = m_AllocationRing[m_AllocationRing.Tail()].m_Fence;
|
|
|
|
m_AllocationRing.RemoveAll();
|
|
m_Position = 0;
|
|
m_iNextBlockingPosition = m_iAllocationCount;
|
|
|
|
# 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 index buffer for %f ms!\n", 1000.0 * dt );
|
|
}
|
|
# endif
|
|
}
|
|
}
|
|
# endif
|
|
m_bFlush = false;
|
|
}
|
|
#endif
|
|
}
|
|
else
|
|
{
|
|
dwFlags = D3DLOCK_NOSYSLOCK;
|
|
}
|
|
|
|
if ( bReadOnly )
|
|
{
|
|
dwFlags |= D3DLOCK_READONLY;
|
|
}
|
|
|
|
int position = m_Position;
|
|
if( startPosition >= 0 )
|
|
{
|
|
position = startPosition;
|
|
}
|
|
|
|
RECORD_COMMAND( DX8_LOCK_INDEX_BUFFER, 4 );
|
|
RECORD_INT( m_UID );
|
|
RECORD_INT( position * IndexSize() );
|
|
RECORD_INT( numIndices * IndexSize() );
|
|
RECORD_INT( dwFlags );
|
|
|
|
m_LockedStartIndex = position;
|
|
m_LockedNumIndices = numIndices;
|
|
|
|
HRESULT hr = D3D_OK;
|
|
|
|
#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_IndexCount * IndexSize() );
|
|
m_nSysmemBufferStartBytes = position * IndexSize();
|
|
}
|
|
|
|
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.
|
|
// if ( position * IndexSize() < m_nSysmemBufferStartBytes )
|
|
// {
|
|
// while(1) printf("wrapped\n");
|
|
// }
|
|
|
|
pLockedData = ( unsigned short * )( m_pSysmemBuffer + ( position * IndexSize() ) );
|
|
}
|
|
else
|
|
{
|
|
#if SHADERAPI_NO_D3DDeviceWrapper
|
|
hr = m_pIB->Lock(
|
|
#else
|
|
hr = Dx9Device()->Lock( m_pIB,
|
|
#endif
|
|
position * IndexSize(), numIndices * IndexSize(),
|
|
reinterpret_cast< void** >( &pLockedData ), dwFlags );
|
|
}
|
|
#else
|
|
if ( m_bDynamic )
|
|
{
|
|
// Block until earlier parts of the buffer are free
|
|
BlockUntilUnused( numIndices );
|
|
position = m_Position;
|
|
m_pIB = NULL;
|
|
Assert( (m_Position + numIndices) <= m_iAllocationCount );
|
|
}
|
|
else
|
|
{
|
|
//static, block until last lock finished?
|
|
m_Position = position;
|
|
}
|
|
pLockedData = (unsigned short *)(m_pAllocatedMemory + (position * IndexSize()));
|
|
|
|
#endif
|
|
|
|
switch ( hr )
|
|
{
|
|
case D3DERR_INVALIDCALL:
|
|
Msg( "D3DERR_INVALIDCALL - Index Buffer Lock Failed in %s on line %d(offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, position * IndexSize(), numIndices * IndexSize(), dwFlags );
|
|
break;
|
|
case D3DERR_DRIVERINTERNALERROR:
|
|
Msg( "D3DERR_DRIVERINTERNALERROR - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, position * IndexSize(), numIndices * IndexSize(), dwFlags );
|
|
break;
|
|
case D3DERR_OUTOFVIDEOMEMORY:
|
|
Msg( "D3DERR_OUTOFVIDEOMEMORY - Index Buffer Lock Failed in %s on line %d (offset %d, size %d, flags 0x%x)\n", V_UnqualifiedFileName(__FILE__), __LINE__, position * IndexSize(), numIndices * IndexSize(), dwFlags );
|
|
break;
|
|
}
|
|
|
|
Assert( pLockedData != NULL );
|
|
|
|
if ( !IsX360() )
|
|
{
|
|
startIndex = position;
|
|
}
|
|
else
|
|
{
|
|
startIndex = 0;
|
|
}
|
|
|
|
Assert( m_bLocked == false );
|
|
m_bLocked = true;
|
|
return pLockedData;
|
|
}
|
|
|
|
inline void CIndexBuffer::Unlock( int numIndices )
|
|
{
|
|
#if defined( _X360 )
|
|
Assert( (m_Position + numIndices) <= m_iAllocationCount );
|
|
#else
|
|
Assert( (m_Position + numIndices) <= m_IndexCount );
|
|
#endif
|
|
|
|
if ( !m_bLocked )
|
|
return;
|
|
|
|
// For write-combining, ensure we always have locked memory aligned to 4-byte boundaries
|
|
if( m_bDynamic )
|
|
numIndices = ALIGN_VALUE( numIndices, 2 );
|
|
|
|
if ( !IsX360() && !m_pIB && !m_pSysmemBuffer )
|
|
return;
|
|
|
|
RECORD_COMMAND( DX8_UNLOCK_INDEX_BUFFER, 1 );
|
|
RECORD_INT( m_UID );
|
|
|
|
#if !defined( _X360 )
|
|
if ( m_pSysmemBuffer )
|
|
{
|
|
}
|
|
else
|
|
{
|
|
#if DX_TO_GL_ABSTRACTION
|
|
// Knowing how much data was actually written is critical for performance under OpenGL.
|
|
Assert( numIndices <= (int)m_LockedNumIndices );
|
|
int unlockBytes = ( m_bDynamic ? numIndices : m_LockedNumIndices ) * IndexSize();
|
|
#else
|
|
int unlockBytes = 0;
|
|
#endif
|
|
ReallyUnlock( unlockBytes );
|
|
}
|
|
#endif
|
|
#else
|
|
if ( m_bDynamic )
|
|
{
|
|
Assert( (m_Position == 0) || (m_AllocationRing[m_AllocationRing.Tail()].m_iEndOffset == m_Position) );
|
|
|
|
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 = m_Position;
|
|
LockData.m_iEndOffset = LockData.m_iStartOffset + numIndices;
|
|
LockData.m_iZPassIdx = ( Dx9Device()->GetDeviceState() & D3DDEVICESTATE_ZPASS_BRACKET ) ? ShaderAPI()->GetConsoleZPassCounter() : 0;
|
|
Assert( (LockData.m_iStartOffset == 0) || (LockData.m_iStartOffset == m_AllocationRing[m_AllocationRing.Tail()].m_iEndOffset) );
|
|
m_AllocationRing.AddToTail( LockData );
|
|
|
|
void* pLockedData = m_pAllocatedMemory + (LockData.m_iStartOffset * IndexSize());
|
|
|
|
//Always re-use the same index buffer header based on the assumption that D3D copies it off in the draw calls.
|
|
m_pIB = &m_D3DIndexBuffer;
|
|
XGSetIndexBufferHeader( numIndices * IndexSize(), 0, D3DFMT_INDEX16, 0, 0, m_pIB );
|
|
XGOffsetResourceAddress( m_pIB, pLockedData );
|
|
|
|
// Invalidate the GPU caches for this memory.
|
|
// FIXME: Should dynamic allocations be 4k aligned?
|
|
Dx9Device()->InvalidateGpuCache( pLockedData, numIndices * IndexSize(), 0 );
|
|
}
|
|
else
|
|
{
|
|
if ( !m_pIB )
|
|
{
|
|
int nBufferSize = m_IndexCount * IndexSize();
|
|
XGSetIndexBufferHeader( nBufferSize, 0, D3DFMT_INDEX16, 0, 0, &m_D3DIndexBuffer );
|
|
XGOffsetResourceAddress( &m_D3DIndexBuffer, m_pAllocatedMemory );
|
|
m_pIB = &m_D3DIndexBuffer;
|
|
}
|
|
|
|
// Invalidate the GPU caches for this memory.
|
|
Dx9Device()->InvalidateGpuCache( m_pAllocatedMemory, m_IndexCount * IndexSize(), 0 );
|
|
}
|
|
#endif
|
|
|
|
m_Position += numIndices;
|
|
m_bLocked = false;
|
|
|
|
#ifdef CHECK_INDICES
|
|
m_LockedStartIndex = 0;
|
|
m_LockedNumIndices = 0;
|
|
#endif
|
|
}
|
|
|
|
|
|
inline void CIndexBuffer::HandleLateCreation( )
|
|
{
|
|
if ( !m_pSysmemBuffer )
|
|
{
|
|
return;
|
|
}
|
|
|
|
if( !m_pIB )
|
|
{
|
|
bool bPrior = g_VBAllocTracker->TrackMeshAllocations( "HandleLateCreation" );
|
|
Create( Dx9Device() );
|
|
if ( !bPrior )
|
|
{
|
|
g_VBAllocTracker->TrackMeshAllocations( NULL );
|
|
}
|
|
}
|
|
|
|
void* pWritePtr = NULL;
|
|
int dataToWriteBytes = ( m_Position * IndexSize() ) - m_nSysmemBufferStartBytes;
|
|
DWORD dwFlags = D3DLOCK_NOSYSLOCK;
|
|
if ( m_bDynamic )
|
|
dwFlags |= ( m_bLateCreateShouldDiscard ? D3DLOCK_DISCARD : D3DLOCK_NOOVERWRITE );
|
|
|
|
// Always clear this.
|
|
m_bLateCreateShouldDiscard = false;
|
|
|
|
// Don't use the Lock function, it does a bunch of stuff we don't want.
|
|
|
|
HRESULT hr = 0;
|
|
|
|
// If we've wrapped might as well transfer the whole IB
|
|
|
|
if (dataToWriteBytes < 1)
|
|
{
|
|
dataToWriteBytes = m_IndexCount * IndexSize();
|
|
m_nSysmemBufferStartBytes = 0;
|
|
}
|
|
|
|
|
|
#if SHADERAPI_NO_D3DDeviceWrapper
|
|
hr = m_pIB->Lock(
|
|
#else
|
|
hr = Dx9Device()->Lock( m_pIB,
|
|
#endif
|
|
m_nSysmemBufferStartBytes,
|
|
dataToWriteBytes,
|
|
&pWritePtr,
|
|
dwFlags );
|
|
|
|
// 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 CIndexBuffer::AllocationSize() const
|
|
{
|
|
#ifdef _X360
|
|
return m_iAllocationCount * IndexSize();
|
|
#else
|
|
return m_IndexCount * IndexSize();
|
|
#endif
|
|
}
|
|
|
|
inline int CIndexBuffer::AllocationCount() const
|
|
{
|
|
#ifdef _X360
|
|
return m_iAllocationCount;
|
|
#else
|
|
return m_IndexCount;
|
|
#endif
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
#pragma warning (default:4189)
|
|
#endif
|
|
|
|
#include "tier0/memdbgoff.h"
|
|
|
|
#endif // DYNAMICIB_H
|