Counter Strike : Global Offensive Source Code
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//===== Copyright (c) 1996-2005, Valve Corporation, All rights reserved. ======//
//
// Purpose:
//
//=============================================================================//
#ifndef DYNAMICIB_H
#define DYNAMICIB_H
#ifdef _WIN32
#pragma once
#endif
#include "locald3dtypes.h"
#include "recording.h"
#include "shaderapidx8_global.h"
#include "shaderapidx8.h"
#include "shaderapi/ishaderutil.h"
#include "materialsystem/ivballoctracker.h"
#include "tier1/memstack.h"
/////////////////////////////
// D. Sim Dietrich Jr.
// [email protected]
/////////////////////////////
#ifdef _WIN32
#pragma warning (disable:4189)
#endif
#include "locald3dtypes.h"
#include "tier1/strtools.h"
#include "tier1/utlqueue.h"
#include "tier0/memdbgon.h"
// Helper function to unbind an index buffer
void Unbind( IDirect3DIndexBuffer9 *pIndexBuffer );
#define X360_INDEX_BUFFER_SIZE_MULTIPLIER 2.0 //minimum of 1, only affects dynamic buffers
//#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
#ifndef _CERT
#define SPEW_INDEX_BUFFER_STALLS //uncomment to allow buffer stall spewing.
#endif
class CIndexBuffer
{
public:
CIndexBuffer( D3DDeviceWrapper *pD3D, int count, bool bSoftwareVertexProcessing, bool dynamic = false, MeshBuffersAllocationSettings_t *pSettings = 0 );
#ifdef _GAMECONSOLE
CIndexBuffer();
void Init( D3DDeviceWrapper *pD3D, uint16 *pIndexMemory, int count );
#endif
~CIndexBuffer();
LPDIRECT3DINDEXBUFFER 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_pIB;
}
// Use at beginning of frame to force a flush of VB contents on first draw
void FlushAtFrameStart() { m_bFlush = true; }
// lock, unlock
unsigned short *Lock( bool bReadOnly, int numIndices, int &startIndex, int startPosition = -1 );
void Unlock( int numIndices );
void HandleLateCreation( );
// Index position
int IndexPosition() const { return m_Position; }
// Index size
int IndexSize() const { return sizeof(unsigned short); }
// Index count
int IndexCount() const { return m_IndexCount; }
// Do we have enough room without discarding?
bool HasEnoughRoom( int numIndices ) const;
int GetIndicesLeft() const;
bool IsDynamic() const { return m_bDynamic; }
bool IsExternal() const { return m_bExternalMemory; }
// 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
void BlockUntilUnused( int nAllocationSize );
#ifdef CHECK_INDICES
void UpdateShadowIndices( unsigned short *pData )
{
Assert( m_LockedStartIndex + m_LockedNumIndices <= m_NumIndices );
memcpy( m_pShadowIndices + m_LockedStartIndex, pData, m_LockedNumIndices * IndexSize() );
}
unsigned short GetShadowIndex( int i )
{
Assert( i >= 0 && i < (int)m_NumIndices );
return m_pShadowIndices[i];
}
#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;
VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_frame_" TEXTURE_GROUP_STATIC_INDEX_BUFFER,
COUNTER_GROUP_TEXTURE_PER_FRAME, IndexCount() * IndexSize() );
}
#endif
}
static int BufferCount()
{
#ifdef _DEBUG
return s_BufferCount;
#else
return 0;
#endif
}
inline int AllocationSize() const;
inline int AllocationCount() const;
// Marks a fence indicating when this buffer was used
void MarkUsedInRendering()
{
#ifdef _X360
if ( m_bDynamic && m_pIB )
{
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_pIB->UnlockActualSize( unlockBytes );
#else
Dx9Device()->UnlockActualSize( m_pIB, unlockBytes );
#endif
#else
unlockBytes; // Unused here
#if SHADERAPI_NO_D3DDeviceWrapper
m_pIB->Unlock();
#else
Dx9Device()->Unlock( m_pIB );
#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
};
LPDIRECT3DINDEXBUFFER m_pIB;
#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_iAllocationCount; //The total number of indices the buffer we allocated can hold. Usually greater than the number of indices asked for
IDirect3DIndexBuffer9 m_D3DIndexBuffer; //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
int m_IndexCount;
int m_Position;
byte *m_pSysmemBuffer;
int m_nSysmemBufferStartBytes;
unsigned char m_bLocked : 1;
unsigned char m_bFlush : 1;
unsigned char m_bDynamic : 1;
unsigned char m_bExternalMemory : 1;
unsigned char m_bSoftwareVertexProcessing : 1;
unsigned char m_bLateCreateShouldDiscard : 1;
#ifdef VPROF_ENABLED
int m_Frame;
#endif
#ifdef _DEBUG
static int s_BufferCount;
#endif
#ifdef RECORDING
unsigned int m_UID;
#endif
#if SHADERAPI_NO_D3DDeviceWrapper
#else
LockedBufferContext m_LockData;
#endif
protected:
#ifdef CHECK_INDICES
unsigned short *m_pShadowIndices;
unsigned int m_NumIndices;
#endif
unsigned int m_LockedStartIndex;
unsigned int m_LockedNumIndices;
};
#if defined( _X360 )
#include "UtlMap.h"
MEMALLOC_DEFINE_EXTERNAL_TRACKING( XMem_CIndexBuffer );
#endif
//-----------------------------------------------------------------------------
// constructor, destructor
//-----------------------------------------------------------------------------
inline CIndexBuffer::CIndexBuffer( D3DDeviceWrapper *pD3D, int count,
bool bSoftwareVertexProcessing, bool dynamic, MeshBuffersAllocationSettings_t *pSettings ) :
m_pIB(0),
m_Position(0),
m_bFlush(true),
m_bLocked(false),
m_bExternalMemory(false),
m_bDynamic(dynamic),
m_bSoftwareVertexProcessing( bSoftwareVertexProcessing ),
m_bLateCreateShouldDiscard( false )
#ifdef _X360
,m_pAllocatedMemory(NULL)
,m_iNextBlockingPosition(0)
,m_iAllocationCount(0)
#endif
#ifdef VPROF_ENABLED
,m_Frame( -1 )
#endif
{
// For write-combining, ensure we always have locked memory aligned to 4-byte boundaries
count = ALIGN_VALUE( count, 2 );
m_IndexCount = count;
MEM_ALLOC_CREDIT_( m_bDynamic ? ( "D3D: " TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER ) : ( "D3D: " TEXTURE_GROUP_STATIC_INDEX_BUFFER ) );
#ifdef CHECK_INDICES
m_pShadowIndices = NULL;
#endif
#ifdef RECORDING
// assign a UID
static unsigned int uid = 0;
m_UID = uid++;
#endif
#ifdef _DEBUG
++s_BufferCount;
#endif
#ifdef CHECK_INDICES
m_pShadowIndices = new unsigned short[ m_IndexCount ];
m_NumIndices = m_IndexCount;
#endif
#if !defined(_X360)
if ( !g_pShaderUtil->IsRenderThreadSafe() )
{
m_pSysmemBuffer = ( byte * )malloc( count * IndexSize() );
m_nSysmemBufferStartBytes = 0;
}
else
{
m_pSysmemBuffer = NULL;
Create( pD3D );
}
#else
// _X360
int nBufferSize = (count * IndexSize());
if ( m_bDynamic )
{
m_iAllocationCount = count * X360_INDEX_BUFFER_SIZE_MULTIPLIER;
Assert( m_iAllocationCount >= count );
m_iAllocationCount = ALIGN_VALUE( m_iAllocationCount, 2 );
m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationCount * IndexSize(), MAXULONG_PTR, 0, PAGE_READWRITE | MEM_LARGE_PAGES | PAGE_WRITECOMBINE );
}
else
{
// Fall back to allocating a standalone IB
// NOTE: write-combining (PAGE_WRITECOMBINE) is deliberately not used, since it slows down CPU access to the data (decals+defragmentation)
m_iAllocationCount = count;
m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( nBufferSize, MAXULONG_PTR, 0, PAGE_READWRITE );
}
if ( m_pAllocatedMemory )
{
MemAlloc_RegisterExternalAllocation( XMem_CIndexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) );
}
m_iNextBlockingPosition = m_iAllocationCount;
#endif // _X360
#ifdef VPROF_ENABLED
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
}
void CIndexBuffer::Create( D3DDeviceWrapper *pD3D )
{
D3DINDEXBUFFER_DESC desc;
memset( &desc, 0x00, sizeof( desc ) );
desc.Format = D3DFMT_INDEX16;
desc.Size = sizeof(unsigned short) * m_IndexCount;
desc.Type = D3DRTYPE_INDEXBUFFER;
desc.Pool = D3DPOOL_DEFAULT;
desc.Usage = D3DUSAGE_WRITEONLY;
if ( m_bDynamic )
{
desc.Usage |= D3DUSAGE_DYNAMIC;
}
if ( m_bSoftwareVertexProcessing )
{
desc.Usage |= D3DUSAGE_SOFTWAREPROCESSING;
}
RECORD_COMMAND( DX8_CREATE_INDEX_BUFFER, 6 );
RECORD_INT( m_UID );
RECORD_INT( m_IndexCount * IndexSize() );
RECORD_INT( desc.Usage );
RECORD_INT( desc.Format );
RECORD_INT( desc.Pool );
RECORD_INT( m_bDynamic );
#if !defined( _X360 )
HRESULT hr = pD3D->CreateIndexBuffer(
m_IndexCount * IndexSize(),
desc.Usage,
desc.Format,
desc.Pool,
&m_pIB,
NULL );
if ( hr != D3D_OK )
{
Warning( "CreateIndexBuffer failed!\n" );
}
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();
hr = pD3D->CreateIndexBuffer( m_IndexCount * IndexSize(),
desc.Usage, desc.Format, desc.Pool, &m_pIB, NULL );
}
Assert( m_pIB );
Assert( hr == D3D_OK );
#ifdef MEASURE_DRIVER_ALLOCATIONS
int nMemUsed = 1024;
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( _DEBUG )
if ( IsPC() && m_pIB && !m_pSysmemBuffer )
{
D3DINDEXBUFFER_DESC aDesc;
m_pIB->GetDesc( &aDesc );
Assert( memcmp( &aDesc, &desc, sizeof( desc ) ) == 0 );
}
#endif
}
#ifdef _GAMECONSOLE
void *AllocateTempBuffer( size_t nSizeInBytes );
inline CIndexBuffer::CIndexBuffer() :
m_pIB(0),
m_Position(0),
m_bFlush(false),
m_bLocked(false),
m_bExternalMemory( true ),
m_bDynamic( false )
#ifdef VPROF_ENABLED
,m_Frame( -1 )
#endif
{
m_IndexCount = 0;
#ifdef CHECK_INDICES
m_pShadowIndices = NULL;
#endif
#ifdef _X360
m_iAllocationCount = 0;
m_pAllocatedMemory = NULL;
m_iNextBlockingPosition = 0;
#endif
}
#include "tier0/memdbgoff.h"
inline IDirect3DIndexBuffer9 *CreateExternalDynamicIB( uint16 *pIndexMemory, int count )
{
int nBufferSize = count * sizeof(uint16);
IDirect3DIndexBuffer9 *pIB = new( AllocateTempBuffer( sizeof( IDirect3DIndexBuffer9 ) ) ) IDirect3DIndexBuffer9;
#ifdef _X360
XGSetIndexBufferHeader( nBufferSize, 0, D3DFMT_INDEX16, 0, 0, pIB );
XGOffsetResourceAddress( pIB, pIndexMemory );
#elif defined( _PS3 )
pIB->m_idxDesc.Format = D3DFMT_INDEX16;
pIB->m_idxDesc.Type = D3DRTYPE_INDEXBUFFER;
pIB->m_idxDesc.Usage = D3DUSAGE_WRITEONLY | D3DUSAGE_DYNAMIC;
pIB->m_idxDesc.Pool = D3DPOOL_DEFAULT;
pIB->m_idxDesc.Size = nBufferSize;
pIB->m_pBuffer = new( AllocateTempBuffer( sizeof( CPs3gcmBuffer ) ) ) CPs3gcmBuffer;
pIB->m_pBuffer->m_lmBlock.AttachToExternalMemory( kAllocPs3GcmIndexBufferDynamic,
( uintp )pIndexMemory - ( uintp )g_ps3gcmGlobalState.m_pLocalBaseAddress, nBufferSize );
#endif
return pIB;
}
inline void CIndexBuffer::Init( D3DDeviceWrapper *pD3D, uint16 *pIndexMemory, int count )
{
m_IndexCount = count;
m_Position = count;
#ifdef _X360
m_iAllocationCount = count;
m_pAllocatedMemory = (uint8*)pIndexMemory;
m_iNextBlockingPosition = m_iAllocationCount;
#endif
m_pIB = CreateExternalDynamicIB( pIndexMemory, count );
}
#include "tier0/memdbgon.h"
#endif // _GAMECONSOLE
inline CIndexBuffer::~CIndexBuffer()
{
#ifdef _DEBUG
if ( !m_bExternalMemory )
{
--s_BufferCount;
}
#endif
Unlock(0);
#ifdef CHECK_INDICES
if ( m_pShadowIndices )
{
delete [] m_pShadowIndices;
m_pShadowIndices = NULL;
}
#endif
if ( m_pSysmemBuffer )
{
free( m_pSysmemBuffer );
m_pSysmemBuffer = NULL;
}
#ifdef MEASURE_DRIVER_ALLOCATIONS
if ( !m_bExternalMemory )
{
int nMemUsed = 1024;
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