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| author | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
|---|---|---|
| committer | FluorescentCIAAfricanAmerican <[email protected]> | 2020-04-22 12:56:21 -0400 |
| commit | 3bf9df6b2785fa6d951086978a3e66f49427166a (patch) | |
| tree | 2c0f1f0c63c4832882bc93814ebd2c2b1c6224e5 /materialsystem/shaderapidx9/dynamicib.h | |
| download | archived-source-engine-2018-hl2-src-master.tar.xz archived-source-engine-2018-hl2-src-master.zip | |
Diffstat (limited to 'materialsystem/shaderapidx9/dynamicib.h')
| -rw-r--r-- | materialsystem/shaderapidx9/dynamicib.h | 1056 |
1 files changed, 1056 insertions, 0 deletions
diff --git a/materialsystem/shaderapidx9/dynamicib.h b/materialsystem/shaderapidx9/dynamicib.h new file mode 100644 index 0000000..304c7ef --- /dev/null +++ b/materialsystem/shaderapidx9/dynamicib.h @@ -0,0 +1,1056 @@ +//========= Copyright Valve Corporation, All rights reserved. ============// +// +// Purpose: +// +//===========================================================================// + +#ifndef DYNAMICIB_H +#define DYNAMICIB_H + +#ifdef _WIN32 +#pragma once +#endif + +#include "locald3dtypes.h" +#include "recording.h" +#include "shaderapidx8_global.h" +#include "shaderapidx8.h" +#include "shaderapi/ishaderutil.h" +#include "materialsystem/ivballoctracker.h" +#include "tier1/memstack.h" +#include "gpubufferallocator.h" + +///////////////////////////// +// D. Sim Dietrich Jr. +///////////////////////////// + +#ifdef _WIN32 +#pragma warning (disable:4189) +#endif + +#include "locald3dtypes.h" +#include "tier1/strtools.h" +#include "tier1/utlqueue.h" +#include "tier0/memdbgon.h" + +// Helper function to unbind an index buffer +void Unbind( IDirect3DIndexBuffer9 *pIndexBuffer ); + +#define X360_INDEX_BUFFER_SIZE_MULTIPLIER 4.0 //minimum of 1, only affects dynamic buffers +//#define X360_BLOCK_ON_IB_FLUSH //uncomment to block until all data is consumed when a flush is requested. Otherwise we only block when absolutely necessary + +#define SPEW_INDEX_BUFFER_STALLS //uncomment to allow buffer stall spewing. + +class CIndexBuffer +{ +public: + CIndexBuffer( IDirect3DDevice9 *pD3D, int count, bool bSoftwareVertexProcessing, bool dynamic = false ); + +#ifdef _X360 + CIndexBuffer(); + void Init( IDirect3DDevice9 *pD3D, uint16 *pIndexMemory, int count ); +#endif + + int AddRef() { return ++m_nReferenceCount; } + int Release() + { + int retVal = --m_nReferenceCount; + if ( retVal == 0 ) + delete this; + return retVal; + } + + LPDIRECT3DINDEXBUFFER GetInterface() const + { + // If this buffer still exists, then Late Creation didn't happen. Best case: we'll render the wrong image. Worst case: Crash. + Assert( !m_pSysmemBuffer ); + return m_pIB; + } + + // Use at beginning of frame to force a flush of VB contents on first draw + void FlushAtFrameStart() { m_bFlush = true; } + + // lock, unlock + unsigned short *Lock( bool bReadOnly, int numIndices, int &startIndex, int startPosition = -1 ); + void Unlock( int numIndices ); + void HandleLateCreation( ); + + // Index position + int IndexPosition() const { return m_Position; } + + // Index size + int IndexSize() const { return sizeof(unsigned short); } + + // Index count + int IndexCount() const { return m_IndexCount; } + +#if _X360 + // For some IBs, memory allocation is managed by CGPUBufferAllocator, via ShaderAPI + const GPUBufferHandle_t *GetBufferAllocationHandle( void ); + void SetBufferAllocationHandle( const GPUBufferHandle_t &bufferAllocationHandle ); + bool IsPooled( void ) { return m_GPUBufferHandle.IsValid(); } + // Expose the data pointer for read-only CPU access to the data + // (double-indirection supports relocation of the data by CGPUBufferAllocator) + const byte **GetBufferDataPointerAddress( void ); +#endif // _X360 + // Do we have enough room without discarding? + bool HasEnoughRoom( int numIndices ) const; + + bool IsDynamic() const { return m_bDynamic; } + bool IsExternal() const { return m_bExternalMemory; } + + // Block until there's a free portion of the buffer of this size, m_Position will be updated to point at where this section starts + void BlockUntilUnused( int nAllocationSize ); + +#ifdef CHECK_INDICES + void UpdateShadowIndices( unsigned short *pData ) + { + Assert( m_LockedStartIndex + m_LockedNumIndices <= m_NumIndices ); + memcpy( m_pShadowIndices + m_LockedStartIndex, pData, m_LockedNumIndices * IndexSize() ); + } + + unsigned short GetShadowIndex( int i ) + { + Assert( i >= 0 && i < (int)m_NumIndices ); + return m_pShadowIndices[i]; + } +#endif + + // UID + unsigned int UID() const + { +#ifdef RECORDING + return m_UID; +#else + return 0; +#endif + } + + void HandlePerFrameTextureStats( int frame ) + { +#ifdef VPROF_ENABLED + if ( m_Frame != frame && !m_bDynamic ) + { + m_Frame = frame; + VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_frame_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, + COUNTER_GROUP_TEXTURE_PER_FRAME, IndexCount() * IndexSize() ); + } +#endif + } + + static int BufferCount() + { +#ifdef _DEBUG + return s_BufferCount; +#else + return 0; +#endif + } + + inline int AllocationSize() const; + + inline int AllocationCount() const; + + // Marks a fence indicating when this buffer was used + void MarkUsedInRendering() + { +#ifdef _X360 + if ( m_bDynamic && m_pIB ) + { + Assert( m_AllocationRing.Count() > 0 ); + m_AllocationRing[m_AllocationRing.Tail()].m_Fence = Dx9Device()->GetCurrentFence(); + } +#endif + } + +private : + void Create( IDirect3DDevice9 *pD3D ); + inline void ReallyUnlock( int unlockBytes ) + { + #if DX_TO_GL_ABSTRACTION + // Knowing how much data was actually written is critical for performance under OpenGL. + m_pIB->UnlockActualSize( unlockBytes ); + #else + unlockBytes; // Unused here + m_pIB->Unlock(); + #endif + } + + enum LOCK_FLAGS + { + LOCKFLAGS_FLUSH = D3DLOCK_NOSYSLOCK | D3DLOCK_DISCARD, +#if !defined( _X360 ) + LOCKFLAGS_APPEND = D3DLOCK_NOSYSLOCK | D3DLOCK_NOOVERWRITE +#else + // X360BUG: forcing all locks to gpu flush, otherwise bizarre mesh corruption on decals + // Currently iterating with microsoft 360 support to track source of gpu corruption + LOCKFLAGS_APPEND = D3DLOCK_NOSYSLOCK +#endif + }; + + LPDIRECT3DINDEXBUFFER m_pIB; +#ifdef _X360 + + struct DynamicBufferAllocation_t + { + DWORD m_Fence; //track whether this memory is safe to use again. + int m_iStartOffset; + int m_iEndOffset; + unsigned int m_iZPassIdx; // The zpass during which this allocation was made + }; + + int m_iNextBlockingPosition; // m_iNextBlockingPosition >= m_Position where another allocation is still in use. + unsigned char *m_pAllocatedMemory; + int m_iAllocationCount; //The total number of indices the buffer we allocated can hold. Usually greater than the number of indices asked for + IDirect3DIndexBuffer9 m_D3DIndexBuffer; //Only need one shared D3D header for our usage patterns. + CUtlLinkedList<DynamicBufferAllocation_t> m_AllocationRing; //tracks what chunks of our memory are potentially still in use by D3D + + GPUBufferHandle_t m_GPUBufferHandle; // Handle to a memory allocation within a shared physical memory pool (see CGPUBufferAllocator) +#endif + + int m_IndexCount; + int m_Position; + byte *m_pSysmemBuffer; + int m_nSysmemBufferStartBytes; + unsigned char m_bLocked : 1; + unsigned char m_bFlush : 1; + unsigned char m_bDynamic : 1; + unsigned char m_bExternalMemory : 1; + unsigned char m_bSoftwareVertexProcessing : 1; + unsigned char m_bLateCreateShouldDiscard : 1; + +#ifdef VPROF_ENABLED + int m_Frame; +#endif + + CInterlockedInt m_nReferenceCount; + +#ifdef _DEBUG + static int s_BufferCount; +#endif + +#ifdef RECORDING + unsigned int m_UID; +#endif + +#if !defined( _X360 ) + //LockedBufferContext m_LockData; +#endif + +protected: +#ifdef CHECK_INDICES + unsigned short *m_pShadowIndices; + unsigned int m_NumIndices; +#endif + + unsigned int m_LockedStartIndex; + unsigned int m_LockedNumIndices; + +private: + // Must use reference counting functions above + ~CIndexBuffer(); +}; + +#if defined( _X360 ) +#include "utlmap.h" +MEMALLOC_DECLARE_EXTERNAL_TRACKING( XMem_CIndexBuffer ); +#endif + + +//----------------------------------------------------------------------------- +// constructor, destructor +//----------------------------------------------------------------------------- + +inline CIndexBuffer::CIndexBuffer( IDirect3DDevice9 *pD3D, int count, + bool bSoftwareVertexProcessing, bool dynamic ) : + m_pIB(0), + m_Position(0), + m_bFlush(true), + m_bLocked(false), + m_bExternalMemory(false), + m_bDynamic(dynamic), + m_bSoftwareVertexProcessing( bSoftwareVertexProcessing ), + m_bLateCreateShouldDiscard( false ) +#ifdef _X360 + ,m_pAllocatedMemory(NULL) + ,m_iNextBlockingPosition(0) + ,m_iAllocationCount(0) +#endif +#ifdef VPROF_ENABLED + ,m_Frame( -1 ) +#endif + , m_nReferenceCount( 0 ) +{ + // For write-combining, ensure we always have locked memory aligned to 4-byte boundaries + count = ALIGN_VALUE( count, 2 ); + m_IndexCount = count; + + MEM_ALLOC_CREDIT_( m_bDynamic ? ( "D3D: " TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER ) : ( "D3D: " TEXTURE_GROUP_STATIC_INDEX_BUFFER ) ); + +#ifdef CHECK_INDICES + m_pShadowIndices = NULL; +#endif + +#ifdef RECORDING + // assign a UID + static unsigned int uid = 0; + m_UID = uid++; +#endif + +#ifdef _DEBUG + ++s_BufferCount; +#endif + +#ifdef CHECK_INDICES + m_pShadowIndices = new unsigned short[ m_IndexCount ]; + m_NumIndices = m_IndexCount; +#endif + + + if ( g_pShaderUtil->GetThreadMode() != MATERIAL_SINGLE_THREADED || !ThreadInMainThread() ) + { + m_pSysmemBuffer = ( byte * )malloc( count * IndexSize() ); + m_nSysmemBufferStartBytes = 0; + } + else + { + m_pSysmemBuffer = NULL; + Create( pD3D ); + } + +#else // _X360 + int nBufferSize = (count * IndexSize()); + if ( m_bDynamic ) + { + m_iAllocationCount = count * X360_INDEX_BUFFER_SIZE_MULTIPLIER; + Assert( m_iAllocationCount >= count ); + m_iAllocationCount = ALIGN_VALUE( m_iAllocationCount, 2 ); + m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( m_iAllocationCount * IndexSize(), MAXULONG_PTR, 0, PAGE_READWRITE | MEM_LARGE_PAGES | PAGE_WRITECOMBINE ); + } + else if ( MeshMgr()->AllocatePooledIB( this, nBufferSize, TEXTURE_GROUP_STATIC_INDEX_BUFFER ) ) + { + // Successfully allocated in a shared ShaderAPI memory pool (SetBufferAllocationHandle will have been called to set the pointer and stream offset) + m_iAllocationCount = count; + Assert( m_pAllocatedMemory ); + } + else + { + // Fall back to allocating a standalone IB + // NOTE: write-combining (PAGE_WRITECOMBINE) is deliberately not used, since it slows down CPU access to the data (decals+defragmentation) + m_iAllocationCount = count; + m_pAllocatedMemory = (unsigned char*)XPhysicalAlloc( nBufferSize, MAXULONG_PTR, 0, PAGE_READWRITE ); + } + + if ( m_pAllocatedMemory && !IsPooled() ) + { + MemAlloc_RegisterExternalAllocation( XMem_CIndexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) ); + if ( !m_bDynamic ) + { + // Track non-pooled physallocs, to help tune CGPUBufferAllocator usage + g_SizeIndividualIBPhysAllocs += XPhysicalSize( m_pAllocatedMemory ); + g_NumIndividualIBPhysAllocs++; + } + } + + m_iNextBlockingPosition = m_iAllocationCount; +#endif // _X360 + + +#ifdef VPROF_ENABLED + if ( !m_bDynamic ) + { + VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, + COUNTER_GROUP_TEXTURE_GLOBAL, IndexCount() * IndexSize() ); + } + else if ( IsX360() ) + { + VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, + COUNTER_GROUP_TEXTURE_GLOBAL, IndexCount() * IndexSize() ); + } +#endif +} + + +void CIndexBuffer::Create( IDirect3DDevice9 *pD3D ) +{ + D3DINDEXBUFFER_DESC desc; + memset( &desc, 0x00, sizeof( desc ) ); + desc.Format = D3DFMT_INDEX16; + desc.Size = sizeof(unsigned short) * m_IndexCount; + desc.Type = D3DRTYPE_INDEXBUFFER; + desc.Pool = D3DPOOL_DEFAULT; + desc.Usage = D3DUSAGE_WRITEONLY; + if ( m_bDynamic ) + { + desc.Usage |= D3DUSAGE_DYNAMIC; + } + if ( m_bSoftwareVertexProcessing ) + { + desc.Usage |= D3DUSAGE_SOFTWAREPROCESSING; + } + + RECORD_COMMAND( DX8_CREATE_INDEX_BUFFER, 6 ); + RECORD_INT( m_UID ); + RECORD_INT( m_IndexCount * IndexSize() ); + RECORD_INT( desc.Usage ); + RECORD_INT( desc.Format ); + RECORD_INT( desc.Pool ); + RECORD_INT( m_bDynamic ); + +#if !defined( _X360 ) + HRESULT hr = pD3D->CreateIndexBuffer( + m_IndexCount * IndexSize(), + desc.Usage, + desc.Format, + desc.Pool, + &m_pIB, + NULL ); + if ( hr != D3D_OK ) + { + Warning( "CreateIndexBuffer failed!\n" ); + } + + if ( ( hr == D3DERR_OUTOFVIDEOMEMORY ) || ( hr == E_OUTOFMEMORY ) ) + { + // Don't have the memory for this. Try flushing all managed resources + // out of vid mem and try again. + // FIXME: need to record this + pD3D->EvictManagedResources(); + hr = pD3D->CreateIndexBuffer( m_IndexCount * IndexSize(), + desc.Usage, desc.Format, desc.Pool, &m_pIB, NULL ); + } + + Assert( m_pIB ); + Assert( hr == D3D_OK ); + +#ifdef MEASURE_DRIVER_ALLOCATIONS + int nMemUsed = 1024; + VPROF_INCREMENT_GROUP_COUNTER( "ib count", COUNTER_GROUP_NO_RESET, 1 ); + VPROF_INCREMENT_GROUP_COUNTER( "ib driver mem", COUNTER_GROUP_NO_RESET, nMemUsed ); + VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, nMemUsed ); +#endif + +#if defined( _DEBUG ) + if ( IsPC() && m_pIB && !m_pSysmemBuffer ) + { + D3DINDEXBUFFER_DESC aDesc; + m_pIB->GetDesc( &aDesc ); + Assert( memcmp( &aDesc, &desc, sizeof( desc ) ) == 0 ); + } +#endif +} + + +#ifdef _X360 +void *AllocateTempBuffer( size_t nSizeInBytes ); + +inline CIndexBuffer::CIndexBuffer() : + m_pIB(0), + m_Position(0), + m_bFlush(false), + m_bLocked(false), + m_bExternalMemory( true ), + m_bDynamic( false ) +#ifdef VPROF_ENABLED + ,m_Frame( -1 ) +#endif +{ + m_IndexCount = 0; + +#ifdef CHECK_INDICES + m_pShadowIndices = NULL; +#endif + + m_iAllocationCount = 0; + m_pAllocatedMemory = NULL; + m_iNextBlockingPosition = 0; +} + +#include "tier0/memdbgoff.h" + +inline void CIndexBuffer::Init( IDirect3DDevice9 *pD3D, uint16 *pIndexMemory, int count ) +{ + m_IndexCount = count; + m_Position = count; + + m_iAllocationCount = count; + m_pAllocatedMemory = (uint8*)pIndexMemory; + m_iNextBlockingPosition = m_iAllocationCount; + + int nBufferSize = count * sizeof(uint16); + m_pIB = new( AllocateTempBuffer( sizeof( IDirect3DIndexBuffer9 ) ) ) IDirect3DIndexBuffer9; + XGSetIndexBufferHeader( nBufferSize, 0, D3DFMT_INDEX16, 0, 0, m_pIB ); + XGOffsetResourceAddress( m_pIB, pIndexMemory ); +} + +#include "tier0/memdbgon.h" + +#endif // _X360 + +inline CIndexBuffer::~CIndexBuffer() +{ +#ifdef _DEBUG + if ( !m_bExternalMemory ) + { + --s_BufferCount; + } +#endif + + Unlock(0); + +#ifdef CHECK_INDICES + if ( m_pShadowIndices ) + { + delete [] m_pShadowIndices; + m_pShadowIndices = NULL; + } +#endif + + if ( m_pSysmemBuffer ) + { + free( m_pSysmemBuffer ); + m_pSysmemBuffer = NULL; + } + +#ifdef MEASURE_DRIVER_ALLOCATIONS + if ( !m_bExternalMemory ) + { + int nMemUsed = 1024; + VPROF_INCREMENT_GROUP_COUNTER( "ib count", COUNTER_GROUP_NO_RESET, -1 ); + VPROF_INCREMENT_GROUP_COUNTER( "ib driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed ); + VPROF_INCREMENT_GROUP_COUNTER( "total driver mem", COUNTER_GROUP_NO_RESET, -nMemUsed ); + } +#endif + +#if !defined( _X360 ) + if ( m_pIB ) + { + RECORD_COMMAND( DX8_DESTROY_INDEX_BUFFER, 1 ); + RECORD_INT( m_UID ); + + m_pIB->Release(); + } +#else + if ( m_pIB && m_pIB->IsSet( Dx9Device() ) ) + { + Unbind( m_pIB ); + } + + if ( m_pAllocatedMemory && !m_bExternalMemory ) + { + if ( IsPooled() ) + { + MeshMgr()->DeallocatePooledIB( this ); + } + else + { + MemAlloc_RegisterExternalDeallocation( XMem_CIndexBuffer, m_pAllocatedMemory, XPhysicalSize( m_pAllocatedMemory ) ); + if ( !m_bDynamic ) + { + // Track non-pooled physallocs, to help tune CGPUBufferAllocator usage + g_SizeIndividualIBPhysAllocs -= XPhysicalSize( m_pAllocatedMemory ); + g_NumIndividualIBPhysAllocs--; + } + XPhysicalFree( m_pAllocatedMemory ); + } + } + + m_pAllocatedMemory = NULL; + m_pIB = NULL; +#endif + +#ifdef VPROF_ENABLED + if ( !m_bExternalMemory ) + { + if ( !m_bDynamic ) + { + VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, + COUNTER_GROUP_TEXTURE_GLOBAL, - IndexCount() * IndexSize() ); + } + else if ( IsX360() ) + { + VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, + COUNTER_GROUP_TEXTURE_GLOBAL, - IndexCount() * IndexSize() ); + } + } +#endif +} + +#ifdef _X360 +//----------------------------------------------------------------------------- +// Get memory allocation data +//----------------------------------------------------------------------------- +inline const GPUBufferHandle_t *CIndexBuffer::GetBufferAllocationHandle( void ) +{ + 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 + |