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1056 lines
30 KiB
1056 lines
30 KiB
//========= Copyright Valve Corporation, All rights reserved. ============// |
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// |
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// Purpose: |
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// |
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//===========================================================================// |
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#ifndef DYNAMICIB_H |
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#define DYNAMICIB_H |
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#ifdef _WIN32 |
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#pragma once |
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#endif |
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#include "locald3dtypes.h" |
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#include "recording.h" |
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#include "shaderapidx8_global.h" |
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#include "shaderapidx8.h" |
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#include "shaderapi/ishaderutil.h" |
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#include "materialsystem/ivballoctracker.h" |
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#include "tier1/memstack.h" |
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#include "gpubufferallocator.h" |
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///////////////////////////// |
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// D. Sim Dietrich Jr. |
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// sim.dietrich@nvidia.com |
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///////////////////////////// |
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#ifdef _WIN32 |
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#pragma warning (disable:4189) |
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#endif |
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#include "locald3dtypes.h" |
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#include "tier1/strtools.h" |
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#include "tier1/utlqueue.h" |
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#include "tier0/memdbgon.h" |
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// Helper function to unbind an index buffer |
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void Unbind( IDirect3DIndexBuffer9 *pIndexBuffer ); |
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#define X360_INDEX_BUFFER_SIZE_MULTIPLIER 4.0 //minimum of 1, only affects dynamic buffers |
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//#define X360_BLOCK_ON_IB_FLUSH //uncomment to block until all data is consumed when a flush is requested. Otherwise we only block when absolutely necessary |
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#define SPEW_INDEX_BUFFER_STALLS //uncomment to allow buffer stall spewing. |
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class CIndexBuffer |
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{ |
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public: |
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CIndexBuffer( IDirect3DDevice9 *pD3D, int count, bool bSoftwareVertexProcessing, bool dynamic = false ); |
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#ifdef _X360 |
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CIndexBuffer(); |
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void Init( IDirect3DDevice9 *pD3D, uint16 *pIndexMemory, int count ); |
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#endif |
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int AddRef() { return ++m_nReferenceCount; } |
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int Release() |
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{ |
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int retVal = --m_nReferenceCount; |
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if ( retVal == 0 ) |
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delete this; |
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return retVal; |
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} |
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LPDIRECT3DINDEXBUFFER GetInterface() const |
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{ |
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// If this buffer still exists, then Late Creation didn't happen. Best case: we'll render the wrong image. Worst case: Crash. |
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Assert( !m_pSysmemBuffer ); |
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return m_pIB; |
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} |
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// Use at beginning of frame to force a flush of VB contents on first draw |
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void FlushAtFrameStart() { m_bFlush = true; } |
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// lock, unlock |
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unsigned short *Lock( bool bReadOnly, int numIndices, int &startIndex, int startPosition = -1 ); |
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void Unlock( int numIndices ); |
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void HandleLateCreation( ); |
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// Index position |
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int IndexPosition() const { return m_Position; } |
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// Index size |
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int IndexSize() const { return sizeof(unsigned short); } |
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// Index count |
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int IndexCount() const { return m_IndexCount; } |
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#if _X360 |
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// For some IBs, 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 ) { return 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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// Do we have enough room without discarding? |
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bool HasEnoughRoom( int numIndices ) const; |
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bool IsDynamic() const { return m_bDynamic; } |
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bool IsExternal() const { return m_bExternalMemory; } |
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// Block until there's a free portion of the buffer of this size, m_Position will be updated to point at where this section starts |
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void BlockUntilUnused( int nAllocationSize ); |
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#ifdef CHECK_INDICES |
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void UpdateShadowIndices( unsigned short *pData ) |
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{ |
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Assert( m_LockedStartIndex + m_LockedNumIndices <= m_NumIndices ); |
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memcpy( m_pShadowIndices + m_LockedStartIndex, pData, m_LockedNumIndices * IndexSize() ); |
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} |
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unsigned short GetShadowIndex( int i ) |
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{ |
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Assert( i >= 0 && i < (int)m_NumIndices ); |
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return m_pShadowIndices[i]; |
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} |
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#endif |
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// UID |
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unsigned int UID() const |
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{ |
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#ifdef RECORDING |
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return m_UID; |
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#else |
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return 0; |
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#endif |
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} |
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void HandlePerFrameTextureStats( int frame ) |
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{ |
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#ifdef VPROF_ENABLED |
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if ( m_Frame != frame && !m_bDynamic ) |
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{ |
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m_Frame = frame; |
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_frame_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, |
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COUNTER_GROUP_TEXTURE_PER_FRAME, IndexCount() * IndexSize() ); |
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} |
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#endif |
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} |
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static int BufferCount() |
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{ |
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#ifdef _DEBUG |
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return s_BufferCount; |
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#else |
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return 0; |
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#endif |
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} |
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inline int AllocationSize() const; |
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inline int AllocationCount() const; |
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// Marks a fence indicating when this buffer was used |
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void MarkUsedInRendering() |
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{ |
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#ifdef _X360 |
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if ( m_bDynamic && m_pIB ) |
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{ |
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Assert( m_AllocationRing.Count() > 0 ); |
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m_AllocationRing[m_AllocationRing.Tail()].m_Fence = Dx9Device()->GetCurrentFence(); |
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} |
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#endif |
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} |
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private : |
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void Create( 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_pIB->UnlockActualSize( unlockBytes ); |
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#else |
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unlockBytes; // Unused here |
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m_pIB->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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LPDIRECT3DINDEXBUFFER m_pIB; |
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#ifdef _X360 |
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struct DynamicBufferAllocation_t |
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{ |
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DWORD m_Fence; //track whether this memory is safe to use again. |
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int m_iStartOffset; |
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int m_iEndOffset; |
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unsigned int m_iZPassIdx; // The zpass during which this allocation was made |
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}; |
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int m_iNextBlockingPosition; // m_iNextBlockingPosition >= m_Position where another allocation is still in use. |
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unsigned char *m_pAllocatedMemory; |
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int m_iAllocationCount; //The total number of indices the buffer we allocated can hold. Usually greater than the number of indices asked for |
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IDirect3DIndexBuffer9 m_D3DIndexBuffer; //Only need one shared D3D header for our usage patterns. |
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CUtlLinkedList<DynamicBufferAllocation_t> m_AllocationRing; //tracks what chunks of our memory are potentially still in use by D3D |
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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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int m_IndexCount; |
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int m_Position; |
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byte *m_pSysmemBuffer; |
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int m_nSysmemBufferStartBytes; |
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unsigned char m_bLocked : 1; |
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unsigned char m_bFlush : 1; |
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unsigned char m_bDynamic : 1; |
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unsigned char m_bExternalMemory : 1; |
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unsigned char m_bSoftwareVertexProcessing : 1; |
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unsigned char m_bLateCreateShouldDiscard : 1; |
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#ifdef VPROF_ENABLED |
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int m_Frame; |
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#endif |
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CInterlockedInt m_nReferenceCount; |
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#ifdef _DEBUG |
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static int s_BufferCount; |
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#endif |
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#ifdef RECORDING |
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unsigned int m_UID; |
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#endif |
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#if !defined( _X360 ) |
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//LockedBufferContext m_LockData; |
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#endif |
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protected: |
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#ifdef CHECK_INDICES |
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unsigned short *m_pShadowIndices; |
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unsigned int m_NumIndices; |
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#endif |
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unsigned int m_LockedStartIndex; |
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unsigned int m_LockedNumIndices; |
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private: |
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// Must use reference counting functions above |
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~CIndexBuffer(); |
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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_CIndexBuffer ); |
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#endif |
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//----------------------------------------------------------------------------- |
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// constructor, destructor |
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//----------------------------------------------------------------------------- |
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inline CIndexBuffer::CIndexBuffer( IDirect3DDevice9 *pD3D, int count, |
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bool bSoftwareVertexProcessing, bool dynamic ) : |
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m_pIB(0), |
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m_Position(0), |
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m_bFlush(true), |
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m_bLocked(false), |
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m_bExternalMemory(false), |
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m_bDynamic(dynamic), |
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m_bSoftwareVertexProcessing( bSoftwareVertexProcessing ), |
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m_bLateCreateShouldDiscard( false ) |
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#ifdef _X360 |
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,m_pAllocatedMemory(NULL) |
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,m_iNextBlockingPosition(0) |
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,m_iAllocationCount(0) |
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#endif |
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#ifdef VPROF_ENABLED |
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,m_Frame( -1 ) |
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#endif |
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, m_nReferenceCount( 0 ) |
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{ |
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// For write-combining, ensure we always have locked memory aligned to 4-byte boundaries |
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count = ALIGN_VALUE( count, 2 ); |
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m_IndexCount = count; |
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MEM_ALLOC_CREDIT_( m_bDynamic ? ( "D3D: " TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER ) : ( "D3D: " TEXTURE_GROUP_STATIC_INDEX_BUFFER ) ); |
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#ifdef CHECK_INDICES |
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m_pShadowIndices = NULL; |
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#endif |
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#ifdef RECORDING |
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// assign a UID |
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static unsigned int uid = 0; |
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m_UID = uid++; |
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#endif |
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#ifdef _DEBUG |
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++s_BufferCount; |
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#endif |
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#ifdef CHECK_INDICES |
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m_pShadowIndices = new unsigned short[ m_IndexCount ]; |
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m_NumIndices = m_IndexCount; |
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#endif |
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if ( g_pShaderUtil->GetThreadMode() != MATERIAL_SINGLE_THREADED || !ThreadInMainThread() ) |
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{ |
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m_pSysmemBuffer = ( byte * )malloc( count * IndexSize() ); |
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m_nSysmemBufferStartBytes = 0; |
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} |
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else |
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{ |
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m_pSysmemBuffer = NULL; |
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Create( pD3D ); |
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} |
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#else // _X360 |
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int nBufferSize = (count * IndexSize()); |
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if ( m_bDynamic ) |
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{ |
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m_iAllocationCount = count * X360_INDEX_BUFFER_SIZE_MULTIPLIER; |
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Assert( m_iAllocationCount >= count ); |
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m_iAllocationCount = ALIGN_VALUE( m_iAllocationCount, 2 ); |
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m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationCount * IndexSize(), MAXULONG_PTR, 0, PAGE_READWRITE | MEM_LARGE_PAGES | PAGE_WRITECOMBINE ); |
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} |
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else if ( MeshMgr()->AllocatePooledIB( this, nBufferSize, TEXTURE_GROUP_STATIC_INDEX_BUFFER ) ) |
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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_iAllocationCount = count; |
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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 IB |
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// NOTE: write-combining (PAGE_WRITECOMBINE) is deliberately not used, since it slows down CPU access to the data (decals+defragmentation) |
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m_iAllocationCount = count; |
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m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( nBufferSize, MAXULONG_PTR, 0, PAGE_READWRITE ); |
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} |
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if ( m_pAllocatedMemory && !IsPooled() ) |
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{ |
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MemAlloc_RegisterExternalAllocation( XMem_CIndexBuffer, 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_SizeIndividualIBPhysAllocs += XPhysicalSize( m_pAllocatedMemory ); |
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g_NumIndividualIBPhysAllocs++; |
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} |
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} |
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m_iNextBlockingPosition = m_iAllocationCount; |
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#endif // _X360 |
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#ifdef VPROF_ENABLED |
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if ( !m_bDynamic ) |
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{ |
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, |
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COUNTER_GROUP_TEXTURE_GLOBAL, IndexCount() * IndexSize() ); |
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} |
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else if ( IsX360() ) |
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{ |
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, |
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COUNTER_GROUP_TEXTURE_GLOBAL, IndexCount() * IndexSize() ); |
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} |
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#endif |
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} |
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void CIndexBuffer::Create( IDirect3DDevice9 *pD3D ) |
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{ |
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D3DINDEXBUFFER_DESC desc; |
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memset( &desc, 0x00, sizeof( desc ) ); |
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desc.Format = D3DFMT_INDEX16; |
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desc.Size = sizeof(unsigned short) * m_IndexCount; |
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desc.Type = D3DRTYPE_INDEXBUFFER; |
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desc.Pool = D3DPOOL_DEFAULT; |
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desc.Usage = D3DUSAGE_WRITEONLY; |
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if ( m_bDynamic ) |
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{ |
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desc.Usage |= D3DUSAGE_DYNAMIC; |
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} |
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if ( m_bSoftwareVertexProcessing ) |
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{ |
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desc.Usage |= D3DUSAGE_SOFTWAREPROCESSING; |
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} |
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RECORD_COMMAND( DX8_CREATE_INDEX_BUFFER, 6 ); |
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RECORD_INT( m_UID ); |
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RECORD_INT( m_IndexCount * IndexSize() ); |
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RECORD_INT( desc.Usage ); |
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RECORD_INT( desc.Format ); |
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RECORD_INT( desc.Pool ); |
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RECORD_INT( m_bDynamic ); |
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#if !defined( _X360 ) |
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HRESULT hr = pD3D->CreateIndexBuffer( |
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m_IndexCount * IndexSize(), |
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desc.Usage, |
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desc.Format, |
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desc.Pool, |
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&m_pIB, |
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NULL ); |
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if ( hr != D3D_OK ) |
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{ |
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Warning( "CreateIndexBuffer failed!\n" ); |
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} |
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if ( ( hr == D3DERR_OUTOFVIDEOMEMORY ) || ( hr == E_OUTOFMEMORY ) ) |
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{ |
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// Don't have the memory for this. Try flushing all managed resources |
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// out of vid mem and try again. |
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// FIXME: need to record this |
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pD3D->EvictManagedResources(); |
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hr = pD3D->CreateIndexBuffer( m_IndexCount * IndexSize(), |
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desc.Usage, desc.Format, desc.Pool, &m_pIB, NULL ); |
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} |
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Assert( m_pIB ); |
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Assert( hr == D3D_OK ); |
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#ifdef MEASURE_DRIVER_ALLOCATIONS |
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int nMemUsed = 1024; |
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VPROF_INCREMENT_GROUP_COUNTER( "ib count", COUNTER_GROUP_NO_RESET, 1 ); |
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VPROF_INCREMENT_GROUP_COUNTER( "ib driver mem", COUNTER_GROUP_NO_RESET, nMemUsed ); |
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VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed ); |
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#endif |
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#if defined( _DEBUG ) |
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if ( IsPC() && m_pIB && !m_pSysmemBuffer ) |
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{ |
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D3DINDEXBUFFER_DESC aDesc; |
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m_pIB->GetDesc( &aDesc ); |
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Assert( memcmp( &aDesc, &desc, sizeof( desc ) ) == 0 ); |
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} |
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#endif |
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} |
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#ifdef _X360 |
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void *AllocateTempBuffer( size_t nSizeInBytes ); |
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inline CIndexBuffer::CIndexBuffer() : |
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m_pIB(0), |
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m_Position(0), |
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m_bFlush(false), |
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m_bLocked(false), |
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m_bExternalMemory( true ), |
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m_bDynamic( false ) |
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#ifdef VPROF_ENABLED |
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,m_Frame( -1 ) |
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#endif |
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{ |
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m_IndexCount = 0; |
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#ifdef CHECK_INDICES |
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m_pShadowIndices = NULL; |
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#endif |
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m_iAllocationCount = 0; |
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m_pAllocatedMemory = NULL; |
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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 CIndexBuffer::Init( IDirect3DDevice9 *pD3D, uint16 *pIndexMemory, int count ) |
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{ |
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m_IndexCount = count; |
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m_Position = count; |
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m_iAllocationCount = count; |
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m_pAllocatedMemory = (uint8*)pIndexMemory; |
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m_iNextBlockingPosition = m_iAllocationCount; |
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int nBufferSize = count * sizeof(uint16); |
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m_pIB = new( AllocateTempBuffer( sizeof( IDirect3DIndexBuffer9 ) ) ) IDirect3DIndexBuffer9; |
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XGSetIndexBufferHeader( nBufferSize, 0, D3DFMT_INDEX16, 0, 0, m_pIB ); |
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XGOffsetResourceAddress( m_pIB, pIndexMemory ); |
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} |
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#include "tier0/memdbgon.h" |
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#endif // _X360 |
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inline CIndexBuffer::~CIndexBuffer() |
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{ |
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#ifdef _DEBUG |
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if ( !m_bExternalMemory ) |
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{ |
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--s_BufferCount; |
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} |
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#endif |
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Unlock(0); |
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#ifdef CHECK_INDICES |
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if ( m_pShadowIndices ) |
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{ |
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delete [] m_pShadowIndices; |
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m_pShadowIndices = NULL; |
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} |
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#endif |
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if ( m_pSysmemBuffer ) |
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{ |
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free( m_pSysmemBuffer ); |
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m_pSysmemBuffer = NULL; |
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} |
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#ifdef MEASURE_DRIVER_ALLOCATIONS |
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if ( !m_bExternalMemory ) |
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{ |
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int nMemUsed = 1024; |
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VPROF_INCREMENT_GROUP_COUNTER( "ib count", COUNTER_GROUP_NO_RESET, -1 ); |
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VPROF_INCREMENT_GROUP_COUNTER( "ib driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed ); |
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VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed ); |
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} |
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#endif |
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#if !defined( _X360 ) |
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if ( m_pIB ) |
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{ |
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RECORD_COMMAND( DX8_DESTROY_INDEX_BUFFER, 1 ); |
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RECORD_INT( m_UID ); |
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|
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m_pIB->Release(); |
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} |
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#else |
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if ( m_pIB && m_pIB->IsSet( Dx9Device() ) ) |
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{ |
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Unbind( m_pIB ); |
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} |
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if ( m_pAllocatedMemory && !m_bExternalMemory ) |
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{ |
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if ( IsPooled() ) |
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{ |
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MeshMgr()->DeallocatePooledIB( this ); |
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} |
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else |
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{ |
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MemAlloc_RegisterExternalDeallocation( XMem_CIndexBuffer, 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_SizeIndividualIBPhysAllocs -= XPhysicalSize( m_pAllocatedMemory ); |
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g_NumIndividualIBPhysAllocs--; |
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} |
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XPhysicalFree( m_pAllocatedMemory ); |
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} |
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} |
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m_pAllocatedMemory = NULL; |
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m_pIB = NULL; |
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#endif |
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|
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#ifdef VPROF_ENABLED |
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if ( !m_bExternalMemory ) |
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{ |
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if ( !m_bDynamic ) |
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{ |
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, |
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COUNTER_GROUP_TEXTURE_GLOBAL, - IndexCount() * IndexSize() ); |
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} |
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else if ( IsX360() ) |
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{ |
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VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, |
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COUNTER_GROUP_TEXTURE_GLOBAL, - IndexCount() * IndexSize() ); |
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} |
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} |
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#endif |
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} |
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|
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#ifdef _X360 |
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//----------------------------------------------------------------------------- |
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// Get memory allocation data |
|
//----------------------------------------------------------------------------- |
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inline const GPUBufferHandle_t *CIndexBuffer::GetBufferAllocationHandle( void ) |
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{ |
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Assert( IsPooled() ); |
|
return ( IsPooled() ? &m_GPUBufferHandle : NULL ); |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Update memory allocation data |
|
//----------------------------------------------------------------------------- |
|
inline void CIndexBuffer::SetBufferAllocationHandle( const GPUBufferHandle_t &bufferAllocationHandle ) |
|
{ |
|
// This IB'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_pIB ) |
|
{ |
|
int nBufferSize = m_IndexCount * IndexSize(); |
|
XGSetIndexBufferHeader( nBufferSize, 0, D3DFMT_INDEX16, 0, 0, m_pIB ); |
|
XGOffsetResourceAddress( m_pIB, m_pAllocatedMemory ); |
|
} |
|
} |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// Expose the data pointer for read-only CPU access to the data |
|
//----------------------------------------------------------------------------- |
|
inline const byte **CIndexBuffer::GetBufferDataPointerAddress( void ) |
|
{ |
|
if ( m_bDynamic /* FIXME: || m_bExternalMemory */ ) |
|
return NULL; |
|
return (const byte **)&m_pAllocatedMemory; |
|
} |
|
#endif // _X360 |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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 |
|
} |
|
|
|
//----------------------------------------------------------------------------- |
|
// 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()->Get360ZPassCounter() ) ) |
|
{ |
|
// 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()->End360ZPass(); |
|
} |
|
|
|
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. |
|
Assert( position * IndexSize() >= m_nSysmemBufferStartBytes ); |
|
pLockedData = ( unsigned short * )( m_pSysmemBuffer + ( position * IndexSize() ) ); |
|
} |
|
else |
|
{ |
|
hr = m_pIB->Lock( 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. |
|
// Important notes: numIndices indicates how much we could move the current position. For dynamic buffer, it should indicate the # of actually written indices, for static buffers it's typically 0. |
|
// If it's a dynamic buffer (where we actually care about perf), assume the caller isn't lying about numIndices, otherwise just assume they wrote the entire thing. |
|
// If you modify this code, be sure to test on both AMD and NVidia drivers! |
|
Assert( numIndices <= (int)m_LockedNumIndices ); |
|
int unlockBytes = ( m_bDynamic ? numIndices : m_LockedNumIndices ) * IndexSize(); |
|
#else |
|
int unlockBytes = 0; |
|
#endif |
|
ReallyUnlock( unlockBytes ); |
|
} |
|
#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()->Get360ZPassCounter() : 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; |
|
|
|
m_LockedStartIndex = 0; |
|
m_LockedNumIndices = 0; |
|
} |
|
|
|
|
|
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; |
|
const 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 = m_pIB->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 ); |
|
|
|
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 |
|
|
|
|