Leaked source code of windows server 2003
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/*==========================================================================;
*
* Copyright (C) 1999-2000 Microsoft Corporation. All Rights Reserved.
*
* File: vbuffer.cpp
* Content: Implementation of the CVertexBuffer class.
*
*
***************************************************************************/
#include "ddrawpr.h"
#include "d3di.hpp"
#include "ddi.h"
#include "drawprim.hpp"
#include "vbuffer.hpp"
#include "resource.inl"
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::Create"
// Static class function for creating a VertexBuffer object.
// (Because it is static; it doesn't have a this pointer.)
//
// We do all parameter checking here to reduce the overhead
// in the constructor which is called by the internal Clone
// method which is used by resource management as part of the
// performance critical download operation.
// Creation function for Vertex Buffers
HRESULT CVertexBuffer::Create(CBaseDevice *pDevice,
DWORD cbLength,
DWORD Usage,
DWORD dwFVF,
D3DPOOL Pool,
REF_TYPE refType,
IDirect3DVertexBuffer8 **ppVertexBuffer)
{
HRESULT hr;
// Do parameter checking here
if (!VALID_PTR_PTR(ppVertexBuffer))
{
DPF_ERR("Bad parameter passed for ppVertexBuffer for creating a vertex buffer");
return D3DERR_INVALIDCALL;
}
// Zero-out return parameter
*ppVertexBuffer = NULL;
if (cbLength == 0)
{
DPF_ERR("Vertex buffer cannot be of zero size");
return D3DERR_INVALIDCALL;
}
if (Pool != D3DPOOL_DEFAULT && Pool != D3DPOOL_MANAGED && Pool != D3DPOOL_SYSTEMMEM)
{
DPF_ERR("Vertex buffer pool should be default, managed or sysmem");
return D3DERR_INVALIDCALL;
}
// Usage flag allowed for only mixed mode or software device
if ((Usage & D3DUSAGE_SOFTWAREPROCESSING) != 0 &&
(pDevice->BehaviorFlags() & D3DCREATE_MIXED_VERTEXPROCESSING) == 0 &&
(pDevice->BehaviorFlags() & D3DCREATE_SOFTWARE_VERTEXPROCESSING) == 0)
{
DPF_ERR("D3DUSAGE_SOFTWAREPROCESSING can be set only when device is mixed or software mode. CreateVertexBuffer fails.");
return D3DERR_INVALIDCALL;
}
// USAGE_DYNAMIC not allowed with management
if ((Usage & D3DUSAGE_DYNAMIC) != 0 && Pool == D3DPOOL_MANAGED)
{
DPF_ERR("D3DUSAGE_DYNAMIC cannot be used with managed vertex buffers");
return D3DERR_INVALIDCALL;
}
// Validate FVF
if (dwFVF != 0 && cbLength < ComputeVertexSizeFVF(dwFVF))
{
DPF_ERR("Vertex buffer size needs to enough to hold one vertex");
return D3DERR_INVALIDCALL;
}
D3DPOOL ActualPool = Pool;
DWORD ActualUsage = Usage;
// Infer Lock from absence of LoadOnce
if (!(Usage & D3DUSAGE_LOADONCE))
{
ActualUsage |= D3DUSAGE_LOCK;
}
// On a mixed device, POOL_SYSTEMMEM means the same as D3DUSAGE_SOFTWAREPROCESSING
if ((pDevice->BehaviorFlags() & D3DCREATE_MIXED_VERTEXPROCESSING) != 0 &&
Pool == D3DPOOL_SYSTEMMEM)
{
ActualUsage |= D3DUSAGE_SOFTWAREPROCESSING;
}
/*
* Put a VB in system memory if the following conditions are TRUE
* 1. (USAGE_SOFTWAREPROCESSING is set indicating app. wants to use software pipeline or if it is a software device) except if the vertices are pre-clipped TLVERTEX
* 2. USAGE_POINTS is set and we might do emulation of point sprites except if it is a managed VB on a mixed device
* 3. The driver does not support vidmem VBs
* 4. Usage NPathes and driver does not support NPatches
*/
if (!pDevice->DriverSupportsVidmemVBs())
{
ActualPool = D3DPOOL_SYSTEMMEM; // We don't set D3DUSAGE_SOFTWAREPROCESSING to ensure proper validation in fe code
}
if (((pDevice->BehaviorFlags() & D3DCREATE_SOFTWARE_VERTEXPROCESSING) != 0 || (ActualUsage & D3DUSAGE_SOFTWAREPROCESSING) != 0) &&
!((dwFVF & D3DFVF_POSITION_MASK) == D3DFVF_XYZRHW && (ActualUsage & D3DUSAGE_DONOTCLIP) != 0))
{
if((ActualUsage & D3DUSAGE_INTERNALBUFFER) == 0)
{
if ((pDevice->BehaviorFlags() & D3DCREATE_SOFTWARE_VERTEXPROCESSING) != 0 ||
ActualPool == D3DPOOL_DEFAULT)
{
ActualPool = D3DPOOL_SYSTEMMEM; // For software processing, pool can be only sysmem (POOLMANAGED is overwritten)
}
ActualUsage |= D3DUSAGE_SOFTWAREPROCESSING;
}
}
if ((ActualUsage & D3DUSAGE_NPATCHES) != 0 &&
(pDevice->GetD3DCaps()->DevCaps & D3DDEVCAPS_NPATCHES) == 0)
{
ActualPool = D3DPOOL_SYSTEMMEM;
ActualUsage |= D3DUSAGE_SOFTWAREPROCESSING;
}
if ((ActualUsage & D3DUSAGE_POINTS) != 0 &&
(static_cast<LPD3DBASE>(pDevice)->m_dwRuntimeFlags & D3DRT_DOPOINTSPRITEEMULATION) != 0)
{
if ((pDevice->BehaviorFlags() & D3DCREATE_SOFTWARE_VERTEXPROCESSING) != 0 ||
ActualPool == D3DPOOL_DEFAULT)
{
ActualPool = D3DPOOL_SYSTEMMEM; // For software processing, pool can be only sysmem (POOLMANAGED is overwritten)
}
ActualUsage |= D3DUSAGE_SOFTWAREPROCESSING;
}
CVertexBuffer *pVertexBuffer;
if (ActualPool == D3DPOOL_SYSTEMMEM ||
IsTypeD3DManaged(pDevice, D3DRTYPE_VERTEXBUFFER, ActualPool))
{
hr = CreateSysmemVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&pVertexBuffer);
}
else
{
if (IsTypeDriverManaged(pDevice, D3DRTYPE_VERTEXBUFFER, ActualPool))
{
// If the vertex buffer is driver managed, but the usage is softwareprocessing, then
// we turn off writeonly since the fe pipe WILL read from the sysmem backup (which
// actually lives in the driver). It follows that when a driver manages a VB/IB without
// writeonly, it MUST have a sysmem backup. (snene - 12/00)
if ((ActualUsage & D3DUSAGE_SOFTWAREPROCESSING) != 0)
{
ActualUsage &= ~D3DUSAGE_WRITEONLY;
}
hr = CreateDriverManagedVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&pVertexBuffer);
// Driver managed vertex buffer creates can NEVER fail, except for catastrophic reasons so
// we don't fallback to sysmem. Even if we do fallback to sysmem here, there is no way
// deferred creates are going to fallback, so no point.
if (FAILED(hr))
{
return hr;
}
}
else
{
hr = CreateDriverVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&pVertexBuffer);
}
if (FAILED(hr) && (hr != D3DERR_OUTOFVIDEOMEMORY || (ActualUsage & D3DUSAGE_INTERNALBUFFER) != 0))
{
if (hr == D3DERR_OUTOFVIDEOMEMORY)
{
DPF(2, "Out of video memory creating internal buffer");
}
if (pDevice->VBFailOversDisabled())
{
DPF_ERR("Cannot create Vidmem or Driver managed vertex buffer. Will ***NOT*** failover to Sysmem.");
return hr;
}
ActualPool = D3DPOOL_SYSTEMMEM;
hr = CreateSysmemVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&pVertexBuffer);
}
}
if (FAILED(hr))
{
return hr;
}
// We're done; just return the object
*ppVertexBuffer = pVertexBuffer;
return hr;
} // static Create
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::CreateDriverVertexBuffer"
HRESULT CVertexBuffer::CreateDriverVertexBuffer(CBaseDevice *pDevice,
DWORD cbLength,
DWORD dwFVF,
DWORD Usage,
DWORD ActualUsage,
D3DPOOL Pool,
D3DPOOL ActualPool,
REF_TYPE refType,
CVertexBuffer **pVB)
{
HRESULT hr;
CDriverVertexBuffer *pVertexBuffer;
// Zero out return
*pVB = 0;
if((pDevice->BehaviorFlags() & D3DCREATE_MULTITHREADED) != 0)
{
pVertexBuffer = new CDriverVertexBufferMT(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&hr);
}
else
{
pVertexBuffer = new CDriverVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&hr);
}
if (pVertexBuffer == 0)
{
DPF_ERR("Out of Memory creating vertex buffer");
return E_OUTOFMEMORY;
}
if (FAILED(hr))
{
if (refType == REF_EXTERNAL)
{
// External objects get released
pVertexBuffer->Release();
}
else
{
// Internal and intrinsic objects get decremented
DXGASSERT(refType == REF_INTERNAL || refType == REF_INTRINSIC);
pVertexBuffer->DecrementUseCount();
}
return hr;
}
*pVB = static_cast<CVertexBuffer*>(pVertexBuffer);
return hr;
}
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::CreateSysmemVertexBuffer"
HRESULT CVertexBuffer::CreateSysmemVertexBuffer(CBaseDevice *pDevice,
DWORD cbLength,
DWORD dwFVF,
DWORD Usage,
DWORD ActualUsage,
D3DPOOL Pool,
D3DPOOL ActualPool,
REF_TYPE refType,
CVertexBuffer **pVB)
{
HRESULT hr;
CVertexBuffer *pVertexBuffer;
// Zero out return
*pVB = 0;
if((pDevice->BehaviorFlags() & D3DCREATE_MULTITHREADED) != 0)
{
pVertexBuffer = new CVertexBufferMT(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&hr);
}
else
{
pVertexBuffer = new CVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&hr);
}
if (pVertexBuffer == 0)
{
DPF_ERR("Out of Memory creating vertex buffer");
return E_OUTOFMEMORY;
}
if (FAILED(hr))
{
if (refType == REF_EXTERNAL)
{
// External objects get released
pVertexBuffer->Release();
}
else
{
// Internal and intrinsic objects get decremented
DXGASSERT(refType == REF_INTERNAL || refType == REF_INTRINSIC);
pVertexBuffer->DecrementUseCount();
}
return hr;
}
*pVB = pVertexBuffer;
return hr;
}
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::CreateDriverManagedVertexBuffer"
HRESULT CVertexBuffer::CreateDriverManagedVertexBuffer(CBaseDevice *pDevice,
DWORD cbLength,
DWORD dwFVF,
DWORD Usage,
DWORD ActualUsage,
D3DPOOL Pool,
D3DPOOL ActualPool,
REF_TYPE refType,
CVertexBuffer **pVB)
{
HRESULT hr;
CDriverManagedVertexBuffer *pVertexBuffer;
// Zero out return
*pVB = 0;
if((pDevice->BehaviorFlags() & D3DCREATE_MULTITHREADED) != 0)
{
pVertexBuffer = new CDriverManagedVertexBufferMT(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&hr);
}
else
{
pVertexBuffer = new CDriverManagedVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
&hr);
}
if (pVertexBuffer == 0)
{
DPF_ERR("Out of Memory creating vertex buffer");
return E_OUTOFMEMORY;
}
if (FAILED(hr))
{
if (refType == REF_EXTERNAL)
{
// External objects get released
pVertexBuffer->Release();
}
else
{
// Internal and intrinsic objects get decremented
DXGASSERT(refType == REF_INTERNAL || refType == REF_INTRINSIC);
pVertexBuffer->DecrementUseCount();
}
return hr;
}
*pVB = static_cast<CVertexBuffer*>(pVertexBuffer);
return hr;
}
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::CVertexBuffer"
// Constructor the CVertexBuffer class
CVertexBuffer::CVertexBuffer(CBaseDevice *pDevice,
DWORD cbLength,
DWORD dwFVF,
DWORD Usage,
DWORD ActualUsage,
D3DPOOL Pool,
D3DPOOL ActualPool,
REF_TYPE refType,
HRESULT *phr
) :
CBuffer(pDevice,
cbLength,
dwFVF,
D3DFMT_VERTEXDATA,
D3DRTYPE_VERTEXBUFFER,
Usage, // UserUsage
ActualUsage,
Pool, // UserPool
ActualPool,
refType,
phr)
{
if (FAILED(*phr))
return;
// Initialize basic structures
m_desc.Format = D3DFMT_VERTEXDATA;
m_desc.Pool = ActualPool;
m_desc.Usage = ActualUsage;
m_desc.Type = D3DRTYPE_VERTEXBUFFER;
m_desc.Size = cbLength;
m_desc.FVF = dwFVF;
m_usageUser = Usage;
if (dwFVF != 0)
{
m_vertsize = ComputeVertexSizeFVF(dwFVF);
DXGASSERT(m_vertsize != 0);
m_numverts = cbLength / m_vertsize;
}
else
{
m_vertsize = 0;
m_numverts = 0;
}
m_pClipCodes = 0;
// If this is a D3D managed buffer then we need
// to tell the Resource Manager to remember us. This has to happen
// at the very end of the constructor so that the important data
// members are built up correctly
if (CResource::IsTypeD3DManaged(Device(), D3DRTYPE_VERTEXBUFFER, ActualPool))
{
*phr = InitializeRMHandle();
}
} // CVertexBuffer::CVertexBuffer
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::Clone"
HRESULT CVertexBuffer::Clone(D3DPOOL Pool,
CResource **ppResource) const
{
HRESULT hr;
CVertexBuffer *pVertexBuffer;
// Note: we treat clones the same as internal; because
// they are owned by the resource manager which
// is owned by the device.
hr = CreateDriverVertexBuffer(Device(),
m_desc.Size,
m_desc.FVF,
m_desc.Usage,
(m_desc.Usage | D3DUSAGE_WRITEONLY) & ~D3DUSAGE_SOFTWAREPROCESSING, // never seen by API!
Pool,
Pool, // never seen by API!
REF_INTERNAL,
&pVertexBuffer);
*ppResource = static_cast<CResource*>(pVertexBuffer);
return hr;
} // CVertexBuffer::Clone
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::GetBufferDesc"
const D3DBUFFER_DESC* CVertexBuffer::GetBufferDesc() const
{
return (const D3DBUFFER_DESC*)&m_desc;
} // CVertexBuffer::GetBufferDesc
// IUnknown methods
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::QueryInterface"
STDMETHODIMP CVertexBuffer::QueryInterface(REFIID riid,
LPVOID FAR * ppvObj)
{
API_ENTER(Device());
if (!VALID_PTR_PTR(ppvObj))
{
DPF_ERR("Invalid ppvObj parameter passed to CVertexBuffer::QueryInterface");
return D3DERR_INVALIDCALL;
}
if (!VALID_PTR(&riid, sizeof(GUID)))
{
DPF_ERR("Invalid guid memory address to QueryInterface for VertexBuffer");
return D3DERR_INVALIDCALL;
}
if (riid == IID_IDirect3DVertexBuffer8 ||
riid == IID_IDirect3DResource8 ||
riid == IID_IUnknown)
{
*ppvObj = static_cast<void*>(static_cast<IDirect3DVertexBuffer8 *>(this));
AddRef();
return S_OK;
}
DPF_ERR("Unsupported Interface identifier passed to QueryInterface for VertexBuffer");
// Null out param
*ppvObj = NULL;
return E_NOINTERFACE;
} // QueryInterface
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::AddRef"
STDMETHODIMP_(ULONG) CVertexBuffer::AddRef()
{
API_ENTER_NO_LOCK(Device());
return AddRefImpl();
} // AddRef
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::Release"
STDMETHODIMP_(ULONG) CVertexBuffer::Release()
{
API_ENTER_SUBOBJECT_RELEASE(Device());
return ReleaseImpl();
} // Release
// IDirect3DResource methods
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::GetDevice"
STDMETHODIMP CVertexBuffer::GetDevice(IDirect3DDevice8 ** ppObj)
{
API_ENTER(Device());
return GetDeviceImpl(ppObj);
} // GetDevice
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::SetPrivateData"
STDMETHODIMP CVertexBuffer::SetPrivateData(REFGUID riid,
CONST VOID* pvData,
DWORD cbData,
DWORD dwFlags)
{
API_ENTER(Device());
// We use level zero for our data
return SetPrivateDataImpl(riid, pvData, cbData, dwFlags, 0);
} // SetPrivateData
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::GetPrivateData"
STDMETHODIMP CVertexBuffer::GetPrivateData(REFGUID riid,
LPVOID pvData,
LPDWORD pcbData)
{
API_ENTER(Device());
// We use level zero for our data
return GetPrivateDataImpl(riid, pvData, pcbData, 0);
} // GetPrivateData
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::FreePrivateData"
STDMETHODIMP CVertexBuffer::FreePrivateData(REFGUID riid)
{
API_ENTER(Device());
// We use level zero for our data
return FreePrivateDataImpl(riid, 0);
} // FreePrivateData
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::GetPriority"
STDMETHODIMP_(DWORD) CVertexBuffer::GetPriority()
{
API_ENTER_RET(Device(), DWORD);
return GetPriorityImpl();
} // GetPriority
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::SetPriority"
STDMETHODIMP_(DWORD) CVertexBuffer::SetPriority(DWORD dwPriority)
{
API_ENTER_RET(Device(), DWORD);
return SetPriorityImpl(dwPriority);
} // SetPriority
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::PreLoad"
STDMETHODIMP_(void) CVertexBuffer::PreLoad(void)
{
API_ENTER_VOID(Device());
PreLoadImpl();
return;
} // PreLoad
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::GetType"
STDMETHODIMP_(D3DRESOURCETYPE) CVertexBuffer::GetType(void)
{
API_ENTER_RET(Device(), D3DRESOURCETYPE);
return m_desc.Type;
} // GetType
// Vertex Buffer Methods
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::GetDesc"
STDMETHODIMP CVertexBuffer::GetDesc(D3DVERTEXBUFFER_DESC *pDesc)
{
API_ENTER(Device());
if (!VALID_WRITEPTR(pDesc, sizeof(D3DVERTEXBUFFER_DESC)))
{
DPF_ERR("bad pointer for pDesc passed to GetDesc for VertexBuffer");
return D3DERR_INVALIDCALL;
}
*pDesc = m_desc;
// Need to return pool/usage that the user specified
pDesc->Pool = GetUserPool();
pDesc->Usage = m_usageUser;
return S_OK;
} // GetDesc
#if DBG
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::ValidateLockParams"
HRESULT CVertexBuffer::ValidateLockParams(UINT cbOffsetToLock,
UINT SizeToLock,
BYTE **ppbData,
DWORD dwFlags) const
{
if (!VALID_PTR_PTR(ppbData))
{
DPF_ERR("Bad parameter passed for ppbData for locking a vertexbuffer");
return D3DERR_INVALIDCALL;
}
if ((cbOffsetToLock != 0) && (SizeToLock == 0))
{
DPF_ERR("Cannot lock zero bytes. Vertex Buffer Lock fails.");
return D3DERR_INVALIDCALL;
}
if (dwFlags & ~(D3DLOCK_VALID & ~D3DLOCK_NO_DIRTY_UPDATE)) // D3DLOCK_NO_DIRTY_UPDATE not valid for VBs
{
DPF_ERR("Invalid flags specified. Vertex Buffer Lock fails.");
return D3DERR_INVALIDCALL;
}
// Can it be locked?
if (!m_isLockable)
{
DPF_ERR("Vertex buffer with D3DUSAGE_LOADONCE can only be locked once");
return D3DERR_INVALIDCALL;
}
if ((dwFlags & (D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE)) != 0 && (m_usageUser & D3DUSAGE_DYNAMIC) == 0)
{
DPF_ERR("Can specify D3DLOCK_DISCARD or D3DLOCK_NOOVERWRITE for only Vertex Buffers created with D3DUSAGE_DYNAMIC");
return D3DERR_INVALIDCALL;
}
if ((dwFlags & (D3DLOCK_READONLY | D3DLOCK_DISCARD)) == (D3DLOCK_READONLY | D3DLOCK_DISCARD))
{
DPF_ERR("Should not specify D3DLOCK_DISCARD along with D3DLOCK_READONLY. Vertex Buffer Lock fails.");
return D3DERR_INVALIDCALL;
}
if ((dwFlags & D3DLOCK_READONLY) != 0 && (m_usageUser & D3DUSAGE_WRITEONLY) != 0)
{
DPF_ERR("Cannot do READ_ONLY lock on a WRITE_ONLY buffer. Vertex Buffer Lock fails.");
return D3DERR_INVALIDCALL;
}
if (ULONGLONG(cbOffsetToLock) + ULONGLONG(SizeToLock) > ULONGLONG(m_desc.Size))
{
DPF_ERR("Lock failed: Locked area exceeds size of buffer. Vertex Buffer Lock fails.");
return D3DERR_INVALIDCALL;
}
if (m_LockCount == 0)
{
if ((m_usageUser & D3DUSAGE_DYNAMIC) == 0)
{
if (static_cast<CD3DBase*>(Device())->m_SceneStamp == m_SceneStamp &&
(m_usageUser & D3DUSAGE_WRITEONLY) != 0 &&
GetUserPool() != D3DPOOL_SYSTEMMEM)
{
DPF(1, "Static vertex buffer locked more than once per frame. Could have severe performance penalty.");
}
((CVertexBuffer*)this)->m_SceneStamp = static_cast<CD3DBase*>(Device())->m_SceneStamp;
}
else
{
if ((dwFlags & (D3DLOCK_DISCARD | D3DLOCK_NOOVERWRITE)) == 0)
{
if (m_TimesLocked > 0 &&
(m_usageUser & D3DUSAGE_WRITEONLY) != 0 &&
GetUserPool() != D3DPOOL_SYSTEMMEM)
{
DPF(3, "Dynamic vertex buffer locked twice or more in a row without D3DLOCK_NOOVERWRITE or D3DLOCK_DISCARD. Could have severe performance penalty.");
}
++(((CVertexBuffer*)this)->m_TimesLocked);
}
else
{
((CVertexBuffer*)this)->m_TimesLocked = 0;
}
}
}
DXGASSERT(m_LockCount < 0x80000000);
return S_OK;
} // ValidateLockParams
#endif //DBG
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::Lock"
STDMETHODIMP CVertexBuffer::Lock(UINT cbOffsetToLock,
UINT SizeToLock,
BYTE **ppbData,
DWORD dwFlags)
{
// We do not take the API lock here since the MT class will take it for
// a multithreaded device. For a non-multithreaded device, there is no
// MT class nor do we bother to take the API lock. We still need to
// call API_ENTER_NO_LOCK_HR however for validation of the THIS pointer in
// Debug builds
API_ENTER_NO_LOCK_HR(Device());
#if DBG
HRESULT hr = ValidateLockParams(cbOffsetToLock, SizeToLock, ppbData, dwFlags);
if (FAILED(hr))
{
return hr;
}
#endif // DBG
// Sanity check
#if DBG
if (m_LockCount != 0)
{
DXGASSERT(GetPrivateDataPointer() != 0);
}
#endif // DBG
// Increment our lock count
++m_LockCount;
if ((dwFlags & (D3DLOCK_READONLY | D3DLOCK_NOOVERWRITE)) == 0 && m_LockCount == 1) // for repeat locks, no syncing
{
Sync(); // Sync with device command queue
}
LockImpl(cbOffsetToLock,
SizeToLock,
ppbData,
dwFlags,
m_desc.Size);
return S_OK;
} // Lock
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::Unlock"
STDMETHODIMP CVertexBuffer::Unlock()
{
// We do not take the API lock here since the MT class will take it for
// a multithreaded device. For a non-multithreaded device, there is no
// MT class nor do we bother to take the API lock. We still need to
// call API_ENTER_NO_LOCK however for validation of the THIS pointer in
// Debug builds
API_ENTER_NO_LOCK_HR(Device());
#if DBG
// If we aren't locked; then something is wrong
if (m_LockCount == 0)
{
DPF_ERR("Unlock failed on a buffer; vertex buffer wasn't locked.");
return D3DERR_INVALIDCALL;
}
#endif // DBG
// Decrement our lock count
--m_LockCount;
#if DBG
if ((m_usageUser & D3DUSAGE_LOADONCE) != 0 && m_LockCount == 0)
{
m_isLockable = FALSE;
}
#endif // DBG
return S_OK;
} // Unlock
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::AllocateClipCodes"
void CVertexBuffer::AllocateClipCodes()
{
if (m_pClipCodes == 0)
{
DXGASSERT(m_numverts != 0);
m_pClipCodes = new WORD[m_numverts];
}
}
#undef DPF_MODNAME
#define DPF_MODNAME "CVertexBuffer::UpdateDirtyPortion"
HRESULT CVertexBuffer::UpdateDirtyPortion(CResource *pResourceTarget)
{
if (IsDirty())
{
if (Device()->CanBufBlt())
{
D3DRANGE range;
if(m_cbDirtyMin == 0 && m_cbDirtyMax == 0)
{
range.Offset = 0;
range.Size = m_desc.Size;
}
else
{
range.Offset = m_cbDirtyMin;
range.Size = m_cbDirtyMax - m_cbDirtyMin;
}
HRESULT hr = static_cast<LPD3DBASE>(Device())->BufBlt(static_cast<CBuffer*>(pResourceTarget), this, m_cbDirtyMin, &range);
if (FAILED(hr))
{
DPF_ERR("Failed to copy vertex buffer");
return hr;
}
}
else
{
DXGASSERT(pResourceTarget->GetBufferDesc()->Pool == D3DPOOL_DEFAULT); // make sure that it is safe to assume that this is a driver VB
CDriverVertexBuffer *pBufferTarget = static_cast<CDriverVertexBuffer *>(pResourceTarget);
DXGASSERT((pBufferTarget->m_desc.Usage & D3DUSAGE_DYNAMIC) == 0); // Target can never be dynamic
DXGASSERT(pBufferTarget->m_pbData == 0); // Target can never be locked
HRESULT hr = pBufferTarget->LockI(D3DLOCK_NOSYSLOCK);
if (FAILED(hr))
{
DPF_ERR("Failed to lock driver vertex buffer");
return hr;
}
DXGASSERT(pBufferTarget->m_pbData != 0);
if(m_cbDirtyMin == 0 && m_cbDirtyMax == 0)
{
memcpy(pBufferTarget->m_pbData, GetPrivateDataPointer(), m_desc.Size);
}
else
{
memcpy(pBufferTarget->m_pbData + m_cbDirtyMin, GetPrivateDataPointer() + m_cbDirtyMin, m_cbDirtyMax - m_cbDirtyMin);
}
hr = pBufferTarget->UnlockI();
if (FAILED(hr))
{
DPF_ERR("Failed to unlock driver vertex buffer");
return hr;
}
DXGASSERT(pBufferTarget->m_pbData == 0); // Target must be unlocked
}
// Mark ourselves as all clean now.
OnResourceClean();
}
return S_OK;
} // CVertexBuffer::UpdateDirtyPortion
//=============================================
// Methods for the CDriverVertexBuffer class
//=============================================
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverVertexBuffer::CDriverVertexBuffer"
CDriverVertexBuffer::CDriverVertexBuffer(CBaseDevice *pDevice,
DWORD cbLength,
DWORD dwFVF,
DWORD Usage,
DWORD ActualUsage,
D3DPOOL Pool,
D3DPOOL ActualPool,
REF_TYPE refType,
HRESULT *phr
) :
CVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
phr),
m_pbData(0)
{
if (FAILED(*phr))
{
// We want to allow drivers to fail creation of driver vbs. In this
// case we will fail-over to system memory. However, if we
// DPF an error here, it will be misunderstood. So don't DPF.
return;
}
} // CDriverVertexBuffer::CDriverVertexBuffer
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverVertexBuffer::~CDriverVertexBuffer"
CDriverVertexBuffer::~CDriverVertexBuffer()
{
if (m_pbData != 0)
{
HRESULT hr = UnlockI();
if (FAILED(hr))
{
DPF_ERR("Failed to unlock driver vertex buffer");
}
}
} // CDriverVertexBuffer::~CDriverVertexBuffer
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverVertexBuffer::LockI"
HRESULT CDriverVertexBuffer::LockI(DWORD dwFlags)
{
// We sync first to make sure that the
// driver has already processed any data that
// it needs. LockI only gets called if for
// cases where we need the interlock i.e.
// not readonly and not nooverwrite.
Sync();
// Prepare a LockData structure for the HAL call
D3D8_LOCKDATA lockData;
ZeroMemory(&lockData, sizeof lockData);
lockData.hDD = Device()->GetHandle();
lockData.hSurface = BaseKernelHandle();
lockData.bHasRange = FALSE;
lockData.dwFlags = dwFlags;
HRESULT hr = Device()->GetHalCallbacks()->Lock(&lockData);
if (FAILED(hr))
{
DPF_ERR("Failed to lock driver vertex buffer");
}
// Return value
m_pbData = (BYTE*)lockData.lpSurfData;
return hr;
} // LockI
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverVertexBuffer::UnlockI"
HRESULT CDriverVertexBuffer::UnlockI()
{
// It is sometimes possible for the pre-DX8 DDI FlushStates to call
// Unlock twice. We safely filter this case.
if (m_pbData == 0)
{
DXGASSERT(!IS_DX8HAL_DEVICE(Device()));
return D3D_OK;
}
// Call the driver to perform the unlock
D3D8_UNLOCKDATA unlockData = {
Device()->GetHandle(),
BaseKernelHandle()
};
HRESULT hr = Device()->GetHalCallbacks()->Unlock(&unlockData);
if (FAILED(hr))
{
DPF_ERR("Driver vertex buffer failed to unlock");
return hr;
}
m_pbData = 0;
return hr;
} // UnlockI
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverVertexBuffer::Lock"
STDMETHODIMP CDriverVertexBuffer::Lock(UINT cbOffsetToLock,
UINT SizeToLock,
BYTE **ppbData,
DWORD dwFlags)
{
// We do not take the API lock here since the MT class will take it for
// a multithreaded device. For a non-multithreaded device, there is no
// MT class nor do we bother to take the API lock. We still need to
// call API_ENTER_NO_LOCK however for validation of the THIS pointer in
// Debug builds
API_ENTER_NO_LOCK_HR(Device());
HRESULT hr;
#if DBG
hr = ValidateLockParams(cbOffsetToLock, SizeToLock, ppbData, dwFlags);
if (FAILED(hr))
{
return hr;
}
#endif // DBG
// Sanity check
#if DBG
if (m_LockCount != 0)
{
DXGASSERT(m_pbData != 0);
}
#endif // DBG
// Increment our lock count
// This MUST be done first. DO NOT MOVE THIS LINE.
++m_LockCount;
if(((dwFlags & (D3DLOCK_READONLY | D3DLOCK_NOOVERWRITE)) == 0 || m_pbData == 0) && m_LockCount == 1) // Repeat locks need no work
{
hr = static_cast<LPD3DBASE>(Device())->m_pDDI->LockVB(this, dwFlags);
if (FAILED(hr))
{
DPF_ERR("Failed to lock driver vertex buffer");
*ppbData = 0;
--m_LockCount;
return hr;
}
}
*ppbData = m_pbData + cbOffsetToLock;
// Done
return S_OK;
} // Lock
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverVertexBuffer::Unlock"
STDMETHODIMP CDriverVertexBuffer::Unlock()
{
// We do not take the API lock here since the MT class will take it for
// a multithreaded device. For a non-multithreaded device, there is no
// MT class nor do we bother to take the API lock. We still need to
// call API_ENTER_NO_LOCK however for validation of the THIS pointer in
// Debug builds
API_ENTER_NO_LOCK_HR(Device());
#if DBG
// If we aren't locked; then something is wrong
if (m_LockCount == 0)
{
DPF_ERR("Unlock failed on a vertex buffer; buffer wasn't locked.");
return D3DERR_INVALIDCALL;
}
#endif // DBG
if ((m_desc.Usage & D3DUSAGE_DYNAMIC) == 0 && m_LockCount == 1) // do work only for the last unlock
{
HRESULT hr = static_cast<LPD3DBASE>(Device())->m_pDDI->UnlockVB(this);
if (FAILED(hr))
{
DPF_ERR("Driver failed to unlock vertex buffer");
return hr;
}
}
// Decrement our lock count
--m_LockCount;
#if DBG
if ((m_usageUser & D3DUSAGE_LOADONCE) != 0 && m_LockCount == 0)
{
m_isLockable = FALSE;
}
#endif // DBG
// Done
return S_OK;
} // Unlock
//=================================================
// Methods for the CDriverManagedVertexBuffer class
//=================================================
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverManagedVertexBuffer::CDriverManagedVertexBuffer"
CDriverManagedVertexBuffer::CDriverManagedVertexBuffer(CBaseDevice *pDevice,
DWORD cbLength,
DWORD dwFVF,
DWORD Usage,
DWORD ActualUsage,
D3DPOOL Pool,
D3DPOOL ActualPool,
REF_TYPE refType,
HRESULT *phr
) :
CVertexBuffer(pDevice,
cbLength,
dwFVF,
Usage,
ActualUsage,
Pool,
ActualPool,
refType,
phr),
m_pbData(0),
m_bDriverCalled(FALSE)
{
if (FAILED(*phr))
return;
// If writeonly is not set, we assume that the vertex/index buffer is going
// to be read from from time to time. Hence, for optimizing the readonly
// locks, we lock and cache the pointer. (snene - 12/00)
if ((ActualUsage & D3DUSAGE_WRITEONLY) == 0)
{
*phr = UpdateCachedPointer(pDevice);
if (FAILED(*phr))
return;
}
} // CDriverManagedVertexBuffer::CDriverManagedVertexBuffer
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverManagedVertexBuffer::UpdateCachedPointer"
HRESULT CDriverManagedVertexBuffer::UpdateCachedPointer(CBaseDevice *pDevice)
{
HRESULT hr;
// Prepare a LockData structure for the HAL call
D3D8_LOCKDATA lockData;
ZeroMemory(&lockData, sizeof lockData);
lockData.hDD = pDevice->GetHandle();
lockData.hSurface = BaseKernelHandle();
lockData.bHasRange = FALSE;
lockData.range.Offset = 0;
lockData.range.Size = 0;
lockData.dwFlags = D3DLOCK_READONLY;
hr = pDevice->GetHalCallbacks()->Lock(&lockData);
if (FAILED(hr))
return hr;
// Call the driver to perform the unlock
D3D8_UNLOCKDATA unlockData = {
pDevice->GetHandle(),
BaseKernelHandle()
};
hr = pDevice->GetHalCallbacks()->Unlock(&unlockData);
if (FAILED(hr))
return hr;
m_pbData = (BYTE*)lockData.lpSurfData;
return S_OK;
} // CDriverManagedVertexBuffer::UpdateCachedPointer
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverManagedVertexBuffer::Lock"
STDMETHODIMP CDriverManagedVertexBuffer::Lock(UINT cbOffsetToLock,
UINT SizeToLock,
BYTE **ppbData,
DWORD dwFlags)
{
// We do not take the API lock here since the MT class will take it for
// a multithreaded device. For a non-multithreaded device, there is no
// MT class nor do we bother to take the API lock. We still need to
// call API_ENTER_NO_LOCK however for validation of the THIS pointer in
// Debug builds
API_ENTER_NO_LOCK_HR(Device());
HRESULT hr = S_OK;
#if DBG
hr = ValidateLockParams(cbOffsetToLock, SizeToLock, ppbData, dwFlags);
if (FAILED(hr))
{
return hr;
}
#endif // DBG
// Increment our lock count
++m_LockCount;
if((dwFlags & D3DLOCK_READONLY) == 0)
{
// Sync with device command queue
Sync();
// Prepare a LockData structure for the HAL call
D3D8_LOCKDATA lockData;
ZeroMemory(&lockData, sizeof lockData);
lockData.hDD = Device()->GetHandle();
lockData.hSurface = BaseKernelHandle();
lockData.bHasRange = (SizeToLock != 0);
lockData.range.Offset = cbOffsetToLock;
lockData.range.Size = SizeToLock;
lockData.dwFlags = dwFlags;
hr = Device()->GetHalCallbacks()->Lock(&lockData);
if (FAILED(hr))
{
*ppbData = 0;
DPF_ERR("Failed to lock driver managed vertex buffer");
return hr;
}
else
{
// Update cached pointer
m_pbData = (BYTE*)lockData.lpSurfData - cbOffsetToLock;
m_bDriverCalled = TRUE;
}
}
*ppbData = m_pbData + cbOffsetToLock;
return hr;
} // Lock
#undef DPF_MODNAME
#define DPF_MODNAME "CDriverManagedVertexBuffer::Unlock"
STDMETHODIMP CDriverManagedVertexBuffer::Unlock()
{
// We do not take the API lock here since the MT class will take it for
// a multithreaded device. For a non-multithreaded device, there is no
// MT class nor do we bother to take the API lock. We still need to
// call API_ENTER_NO_LOCK however for validation of the THIS pointer in
// Debug builds
API_ENTER_NO_LOCK_HR(Device());
#if DBG
// If we aren't locked; then something is wrong
if (m_LockCount == 0)
{
DPF_ERR("Unlock failed on a vertex buffer; buffer wasn't locked.");
return D3DERR_INVALIDCALL;
}
#endif // DBG
if (m_bDriverCalled)
{
// Call the driver to perform the unlock
D3D8_UNLOCKDATA unlockData = {
Device()->GetHandle(),
BaseKernelHandle()
};
HRESULT hr = Device()->GetHalCallbacks()->Unlock(&unlockData);
if (FAILED(hr))
{
DPF_ERR("Driver vertex buffer failed to unlock");
return hr;
}
m_bDriverCalled = FALSE;
}
// Decrement our lock count
--m_LockCount;
#if DBG
if ((m_usageUser & D3DUSAGE_LOADONCE) != 0 && m_LockCount == 0)
{
m_isLockable = FALSE;
}
#endif // DBG
return S_OK;
} // Unlock
// End of file : vbuffer.cpp