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1098 lines
31 KiB
1098 lines
31 KiB
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#ifndef DYNAMICVB_H
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#define DYNAMICVB_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 "imeshdx8.h"
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#include "materialsystem/ivballoctracker.h"
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#include "gpubufferallocator.h"
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#include "tier1/utllinkedlist.h"
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#include "tier0/dbg.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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// Helper function to unbind an vertex buffer
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void Unbind( IDirect3DVertexBuffer9 *pVertexBuffer );
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#define X360_VERTEX_BUFFER_SIZE_MULTIPLIER 2.0 //minimum of 1, only affects dynamic buffers
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//#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
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//#define SPEW_VERTEX_BUFFER_STALLS //uncomment to allow buffer stall spewing.
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class CVertexBuffer
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{
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public:
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CVertexBuffer( IDirect3DDevice9 * pD3D, VertexFormat_t fmt, DWORD theFVF, int vertexSize,
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int theVertexCount, const char *pTextureBudgetName, bool bSoftwareVertexProcessing, bool dynamic = false );
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#ifdef _X360
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CVertexBuffer();
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void Init( IDirect3DDevice9 * pD3D, VertexFormat_t fmt, DWORD theFVF, uint8 *pVertexData, int vertexSize, int theVertexCount );
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#endif
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~CVertexBuffer();
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LPDIRECT3DVERTEXBUFFER 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_pVB;
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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 char* Lock( int numVerts, int& baseVertexIndex );
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unsigned char* Modify( bool bReadOnly, int firstVertex, int numVerts );
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void Unlock( int numVerts );
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void HandleLateCreation( );
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// Vertex size
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int VertexSize() const { return m_VertexSize; }
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// Vertex count
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int VertexCount() const { return m_VertexCount; }
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#ifdef _X360
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// For some VBs, memory allocation is managed by CGPUBufferAllocator, via ShaderAPI
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const GPUBufferHandle_t *GetBufferAllocationHandle( void );
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void SetBufferAllocationHandle( const GPUBufferHandle_t &bufferAllocationHandle );
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bool IsPooled( void ) { creturn m_GPUBufferHandle.IsValid(); }
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// Expose the data pointer for read-only CPU access to the data
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// (double-indirection supports relocation of the data by CGPUBufferAllocator)
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const byte **GetBufferDataPointerAddress( void );
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#endif // _X360
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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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// 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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m_pFrameCounter += m_nBufferSize;
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}
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#endif
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}
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// Do we have enough room without discarding?
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bool HasEnoughRoom( int numVertices ) const;
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// Is this dynamic?
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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 this part of the vertex buffer is free
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void BlockUntilUnused( int nBufferSize );
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// used to alter the characteristics after creation
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// allows one dynamic vb to be shared for multiple formats
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void ChangeConfiguration( int vertexSize, int totalSize )
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{
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Assert( m_bDynamic && !m_bLocked && vertexSize );
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m_VertexSize = vertexSize;
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m_VertexCount = m_nBufferSize / vertexSize;
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}
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// Compute the next offset for the next lock
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int NextLockOffset( ) const;
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// Returns the allocated size
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int AllocationSize() const;
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// Returns the number of vertices we have enough room for
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int NumVerticesUntilFlush() const
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{
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#if defined( _X360 )
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if( m_AllocationRing.Count() )
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{
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//Cycle through the ring buffer and see what memory is free now
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int iNode = m_AllocationRing.Head();
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while( m_AllocationRing.IsValidIndex( iNode ) )
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{
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if( Dx9Device()->IsFencePending( m_AllocationRing[iNode].m_Fence ) )
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break;
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iNode = m_AllocationRing.Next( iNode );
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}
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if( m_AllocationRing.IsValidIndex( iNode ) )
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{
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int iEndFreeOffset = m_AllocationRing[iNode].m_iEndOffset;
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if( iEndFreeOffset < m_Position )
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{
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//Wrapped. Making the arbitrary decision that the return value for this function *should* handle the singe giant allocation case which requires contiguous memory
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if( iEndFreeOffset > (m_iNextBlockingPosition - m_Position) )
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return iEndFreeOffset / m_VertexSize;
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else
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return (m_iNextBlockingPosition - m_Position) / m_VertexSize;
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}
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}
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else
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{
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//we didn't block on any fence
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return m_VertexCount;
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}
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}
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return m_VertexCount;
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#else
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return (m_nBufferSize - NextLockOffset()) / m_VertexSize;
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#endif
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}
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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_pVB )
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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( IDirect3DDevice9 *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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m_pVB->UnlockActualSize( unlockBytes );
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#else
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unlockBytes; // Unused here
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m_pVB->Unlock();
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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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LPDIRECT3DVERTEXBUFFER m_pVB;
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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_iAllocationSize; //Total size of the ring buffer, usually more than what was asked for
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IDirect3DVertexBuffer9 m_D3DVertexBuffer; //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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GPUBufferHandle_t m_GPUBufferHandle; // Handle to a memory allocation within a shared physical memory pool (see CGPUBufferAllocator)
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#endif
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VertexFormat_t m_VertexBufferFormat; // yes, Vertex, only used for allocation tracking
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int m_nBufferSize;
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int m_Position;
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int m_VertexCount;
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int m_VertexSize;
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DWORD m_TheFVF;
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byte *m_pSysmemBuffer;
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int m_nSysmemBufferStartBytes;
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uint m_nLockCount;
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unsigned char m_bDynamic : 1;
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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_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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int *m_pFrameCounter;
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int *m_pGlobalCounter;
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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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};
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#if defined( _X360 )
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#include "utlmap.h"
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MEMALLOC_DECLARE_EXTERNAL_TRACKING( XMem_CVertexBuffer );
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#endif
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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inline CVertexBuffer::CVertexBuffer(IDirect3DDevice9 * pD3D, VertexFormat_t fmt, DWORD theFVF,
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int vertexSize, int vertexCount, const char *pTextureBudgetName,
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bool bSoftwareVertexProcessing, bool dynamic ) :
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m_pVB(0),
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m_Position(0),
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m_VertexSize(vertexSize),
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m_VertexCount(vertexCount),
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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_nBufferSize(vertexSize * vertexCount),
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m_TheFVF( theFVF ),
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m_bSoftwareVertexProcessing( bSoftwareVertexProcessing ),
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m_bDynamic(dynamic),
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m_VertexBufferFormat( fmt ),
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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_iAllocationSize(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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MEM_ALLOC_CREDIT_( pTextureBudgetName );
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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 VPROF_ENABLED
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if ( !m_bDynamic )
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{
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char name[256];
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V_strcpy_safe( name, "TexGroup_global_" );
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V_strcat_safe( name, pTextureBudgetName, sizeof(name) );
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m_pGlobalCounter = g_VProfCurrentProfile.FindOrCreateCounter( name, COUNTER_GROUP_TEXTURE_GLOBAL );
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V_strcpy_safe( name, "TexGroup_frame_" );
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V_strcat_safe( name, pTextureBudgetName, sizeof(name) );
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m_pFrameCounter = g_VProfCurrentProfile.FindOrCreateCounter( name, COUNTER_GROUP_TEXTURE_PER_FRAME );
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}
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else
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{
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m_pGlobalCounter = g_VProfCurrentProfile.FindOrCreateCounter( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_VERTEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL );
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}
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#endif
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if ( !g_pShaderUtil->IsRenderThreadSafe() )
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{
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m_pSysmemBuffer = ( byte * )MemAlloc_AllocAligned( m_nBufferSize, 16 );
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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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#ifdef VPROF_ENABLED
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if ( IsX360() || !m_bDynamic )
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{
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Assert( m_pGlobalCounter );
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*m_pGlobalCounter += m_nBufferSize;
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}
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#endif
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}
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void CVertexBuffer::Create( IDirect3DDevice9 *pD3D )
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{
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D3DVERTEXBUFFER_DESC desc;
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memset( &desc, 0x00, sizeof( desc ) );
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desc.Format = D3DFMT_VERTEXDATA;
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desc.Size = m_nBufferSize;
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desc.Type = D3DRTYPE_VERTEXBUFFER;
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desc.Pool = m_bDynamic ? D3DPOOL_DEFAULT : D3DPOOL_MANAGED;
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desc.FVF = m_TheFVF;
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#if defined(IS_WINDOWS_PC) && defined(SHADERAPIDX9)
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extern bool g_ShaderDeviceUsingD3D9Ex;
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if ( g_ShaderDeviceUsingD3D9Ex )
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{
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desc.Pool = D3DPOOL_DEFAULT;
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}
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#endif
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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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// Dynamic meshes should never be compressed (slows down writing to them)
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Assert( CompressionType( m_TheFVF ) == VERTEX_COMPRESSION_NONE );
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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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#if !defined( _X360 )
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RECORD_COMMAND( DX8_CREATE_VERTEX_BUFFER, 6 );
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RECORD_INT( m_UID );
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RECORD_INT( m_nBufferSize );
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RECORD_INT( desc.Usage );
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RECORD_INT( desc.FVF );
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RECORD_INT( desc.Pool );
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RECORD_INT( m_bDynamic );
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HRESULT hr = pD3D->CreateVertexBuffer( m_nBufferSize, desc.Usage, desc.FVF, desc.Pool, &m_pVB, NULL );
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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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pD3D->CreateVertexBuffer( m_nBufferSize, desc.Usage, desc.FVF, desc.Pool, &m_pVB, NULL );
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}
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#ifdef _DEBUG
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if ( hr != D3D_OK )
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{
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switch ( hr )
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{
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case D3DERR_INVALIDCALL:
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Assert( !"D3DERR_INVALIDCALL" );
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break;
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case D3DERR_OUTOFVIDEOMEMORY:
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Assert( !"D3DERR_OUTOFVIDEOMEMORY" );
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break;
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case E_OUTOFMEMORY:
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Assert( !"E_OUTOFMEMORY" );
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break;
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default:
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Assert( 0 );
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break;
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}
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}
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#endif
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Assert( m_pVB );
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#else
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// _X360
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if ( m_bDynamic )
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{
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m_iAllocationSize = m_nBufferSize * X360_VERTEX_BUFFER_SIZE_MULTIPLIER;
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Assert( m_iAllocationSize >= m_nBufferSize );
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m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationSize, MAXULONG_PTR, 0, PAGE_READWRITE | MEM_LARGE_PAGES | PAGE_WRITECOMBINE );
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}
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else if ( MeshMgr()->AllocatePooledVB( this, m_nBufferSize, pTextureBudgetName ) )
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{
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// Successfully allocated in a shared ShaderAPI memory pool (SetBufferAllocationHandle will have been called to set the pointer and stream offset)
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m_iAllocationSize = m_nBufferSize;
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Assert( m_pAllocatedMemory );
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}
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else
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{
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// Fall back to allocating a standalone VB
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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_iAllocationSize = m_nBufferSize;
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m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationSize, MAXULONG_PTR, 0, PAGE_READWRITE );
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}
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if ( m_pAllocatedMemory && !IsPooled() )
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{
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MemAlloc_RegisterExternalAllocation( XMem_CVertexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) );
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if ( !m_bDynamic )
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{
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// Track non-pooled physallocs, to help tune CGPUBufferAllocator usage
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g_SizeIndividualVBPhysAllocs += XPhysicalSize( m_pAllocatedMemory );
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g_NumIndividualVBPhysAllocs++;
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}
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}
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m_iNextBlockingPosition = m_iAllocationSize;
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#endif
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|
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#ifdef MEASURE_DRIVER_ALLOCATIONS
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int nMemUsed = 1024;
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VPROF_INCREMENT_GROUP_COUNTER( "vb count", COUNTER_GROUP_NO_RESET, 1 );
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VPROF_INCREMENT_GROUP_COUNTER( "vb 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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// Track VB allocations
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#if !defined( _X360 )
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g_VBAllocTracker->CountVB( m_pVB, m_bDynamic, m_nBufferSize, m_VertexSize, m_VertexBufferFormat );
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#else
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g_VBAllocTracker->CountVB( this, m_bDynamic, m_iAllocationSize, m_VertexSize, m_VertexBufferFormat );
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#endif
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}
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#ifdef _X360
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void *AllocateTempBuffer( size_t nSizeInBytes );
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|
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//-----------------------------------------------------------------------------
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// This variant is for when we already have the data in physical memory
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|
//-----------------------------------------------------------------------------
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inline CVertexBuffer::CVertexBuffer( ) :
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m_pVB( 0 ),
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m_Position( 0 ),
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m_VertexSize( 0 ),
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m_VertexCount( 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_nBufferSize( 0 ),
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m_bDynamic( false )
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|
#ifdef VPROF_ENABLED
|
|
,m_Frame( -1 )
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|
#endif
|
|
{
|
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m_iAllocationSize = 0;
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m_pAllocatedMemory = 0;
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m_iNextBlockingPosition = 0;
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}
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|
|
|
#include "tier0/memdbgoff.h"
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|
|
|
inline void CVertexBuffer::Init( IDirect3DDevice9 *pD3D, VertexFormat_t fmt, DWORD theFVF, uint8 *pVertexData, int vertexSize, int vertexCount )
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|
{
|
|
m_nBufferSize = vertexSize * vertexCount;
|
|
m_Position = m_Position;
|
|
m_VertexSize = vertexSize;
|
|
m_VertexCount = vertexCount;
|
|
m_iAllocationSize = m_nBufferSize;
|
|
m_pAllocatedMemory = pVertexData;
|
|
m_iNextBlockingPosition = m_iAllocationSize;
|
|
|
|
m_pVB = new( AllocateTempBuffer( sizeof( IDirect3DVertexBuffer9 ) ) ) IDirect3DVertexBuffer9;
|
|
XGSetVertexBufferHeader( m_nBufferSize, 0, 0, 0, m_pVB );
|
|
XGOffsetResourceAddress( m_pVB, pVertexData );
|
|
}
|
|
|
|
#include "tier0/memdbgon.h"
|
|
|
|
#endif // _X360
|
|
|
|
inline CVertexBuffer::~CVertexBuffer()
|
|
{
|
|
// Track VB allocations (even if pooled)
|
|
#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( this );
|
|
}
|
|
#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 )
|
|
{
|
|
MemAlloc_FreeAligned( m_pSysmemBuffer );
|
|
m_pSysmemBuffer = NULL;
|
|
}
|
|
|
|
#if !defined( _X360 )
|
|
if ( m_pVB )
|
|
{
|
|
RECORD_COMMAND( DX8_DESTROY_VERTEX_BUFFER, 1 );
|
|
RECORD_INT( m_UID );
|
|
|
|
m_pVB->Release();
|
|
}
|
|
#else
|
|
if ( m_pAllocatedMemory && !m_bExternalMemory )
|
|
{
|
|
if ( IsPooled() )
|
|
{
|
|
MeshMgr()->DeallocatePooledVB( this );
|
|
}
|
|
else
|
|
{
|
|
MemAlloc_RegisterExternalDeallocation( XMem_CVertexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) );
|
|
if ( !m_bDynamic )
|
|
{
|
|
// Track non-pooled physallocs, to help tune CGPUBufferAllocator usage
|
|
g_SizeIndividualVBPhysAllocs -= XPhysicalSize( m_pAllocatedMemory );
|
|
g_NumIndividualVBPhysAllocs--;
|
|
}
|
|
XPhysicalFree( m_pAllocatedMemory );
|
|
}
|
|
}
|
|
|
|
m_pAllocatedMemory = NULL;
|
|
m_pVB = NULL;
|
|
#endif // _X360
|
|
}
|
|
#ifdef _X360
|
|
//-----------------------------------------------------------------------------
|
|
// Get memory allocation data
|
|
//-----------------------------------------------------------------------------
|
|
inline const GPUBufferHandle_t *CVertexBuffer::GetBufferAllocationHandle( void )
|
|
{
|
|
Assert( IsPooled() );
|
|
return ( IsPooled() ? &m_GPUBufferHandle : NULL );
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Update memory allocation data
|
|
//-----------------------------------------------------------------------------
|
|
inline void CVertexBuffer::SetBufferAllocationHandle( const GPUBufferHandle_t &bufferAllocationHandle )
|
|
{
|
|
// This VB's memory has been reallocated or freed, update our cached pointer and the D3D header
|
|
// NOTE: this should never be called while any rendering is in flight!
|
|
Assert( ( m_pAllocatedMemory == NULL ) || IsPooled() );
|
|
if ( ( m_pAllocatedMemory == NULL ) || IsPooled() )
|
|
{
|
|
m_GPUBufferHandle = bufferAllocationHandle;
|
|
m_pAllocatedMemory = m_GPUBufferHandle.pMemory;
|
|
if ( m_pVB )
|
|
{
|
|
XGSetVertexBufferHeader( m_nBufferSize, 0, D3DPOOL_DEFAULT, 0, m_pVB );
|
|
XGOffsetResourceAddress( m_pVB, m_pAllocatedMemory );
|
|
}
|
|
}
|
|
}
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Expose the data pointer for read-only CPU access to the data
|
|
//-----------------------------------------------------------------------------
|
|
inline const byte **CVertexBuffer::GetBufferDataPointerAddress( void )
|
|
{
|
|
if ( m_bDynamic /* FIXME: || m_bExternalMemory*/ )
|
|
return NULL;
|
|
return (const byte **)&m_pAllocatedMemory;
|
|
}
|
|
#endif // _X360
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// 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
|
|
#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()->Get360ZPassCounter() ) )
|
|
{
|
|
// 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()->End360ZPass();
|
|
}
|
|
|
|
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() || ( IsX360() && !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 * )MemAlloc_AllocAligned( m_nBufferSize, 16 );
|
|
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
|
|
{
|
|
m_pVB->Lock( nLockOffset,
|
|
nBufferSize,
|
|
reinterpret_cast< void** >( &pLockedData ),
|
|
dwFlags );
|
|
}
|
|
#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 )
|
|
m_pVB->Lock(
|
|
firstVertex * m_VertexSize,
|
|
numVerts * m_VertexSize,
|
|
reinterpret_cast< void** >( &pLockedData ),
|
|
dwFlags );
|
|
#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()->Get360ZPassCounter() : 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;
|
|
const 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;
|
|
|
|
// Don't use the Lock function, it does a bunch of stuff we don't want.
|
|
HRESULT hr = m_pVB->Lock( 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 );
|
|
|
|
MemAlloc_FreeAligned( 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
|
|
|