// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #include #if defined(RENDERER_ENABLE_DIRECT3D9) #include "D3D9RendererIndexBuffer.h" #include #if PX_WINDOWS #include #endif using namespace SampleRenderer; static D3DFORMAT getD3D9Format(RendererIndexBuffer::Format format) { D3DFORMAT d3dFormat = D3DFMT_UNKNOWN; switch(format) { case RendererIndexBuffer::FORMAT_UINT16: d3dFormat = D3DFMT_INDEX16; break; case RendererIndexBuffer::FORMAT_UINT32: d3dFormat = D3DFMT_INDEX32; break; } RENDERER_ASSERT(d3dFormat != D3DFMT_UNKNOWN, "Unable to convert to D3DFORMAT."); return d3dFormat; } D3D9RendererIndexBuffer::D3D9RendererIndexBuffer(IDirect3DDevice9 &d3dDevice, D3D9Renderer& renderer, const RendererIndexBufferDesc &desc) : RendererIndexBuffer(desc), m_d3dDevice(d3dDevice) { m_d3dIndexBuffer = 0; m_usage = D3DUSAGE_WRITEONLY; m_pool = renderer.canUseManagedResources() ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT; PxU32 indexSize = getFormatByteSize(desc.format); m_format = getD3D9Format(desc.format); m_bufferSize = indexSize * desc.maxIndices; #if RENDERER_ENABLE_DYNAMIC_VB_POOLS if(desc.hint == RendererIndexBuffer::HINT_DYNAMIC ) { m_usage = desc.registerInCUDA ? 0 : D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; m_pool = D3DPOOL_DEFAULT; } #endif onDeviceReset(); if(m_d3dIndexBuffer) { m_maxIndices = desc.maxIndices; } } D3D9RendererIndexBuffer::~D3D9RendererIndexBuffer(void) { if(m_d3dIndexBuffer) { #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_registeredInCUDA) { m_registeredInCUDA = !m_interopContext->unregisterResourceInCuda(m_InteropHandle); } #endif m_d3dIndexBuffer->Release(); } } void D3D9RendererIndexBuffer::onDeviceLost(void) { m_registeredInCUDA = false; if(m_pool != D3DPOOL_MANAGED && m_d3dIndexBuffer) { #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_registeredInCUDA) { m_registeredInCUDA = !m_interopContext->unregisterResourceInCuda(m_InteropHandle); } #endif m_d3dIndexBuffer->Release(); m_d3dIndexBuffer = 0; } } void D3D9RendererIndexBuffer::onDeviceReset(void) { if(!m_d3dIndexBuffer) { m_d3dDevice.CreateIndexBuffer(m_bufferSize, m_usage, m_format, m_pool, &m_d3dIndexBuffer, 0); RENDERER_ASSERT(m_d3dIndexBuffer, "Failed to create Direct3D9 Index Buffer."); #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_d3dIndexBuffer && m_mustBeRegisteredInCUDA) { m_registeredInCUDA = m_interopContext->registerResourceInCudaD3D(m_InteropHandle, m_d3dIndexBuffer); } #endif } } void *D3D9RendererIndexBuffer::lock(void) { void *buffer = 0; if(m_d3dIndexBuffer) { const Format format = getFormat(); const PxU32 maxIndices = getMaxIndices(); const PxU32 bufferSize = maxIndices * getFormatByteSize(format); if(bufferSize > 0) { m_d3dIndexBuffer->Lock(0, (UINT)bufferSize, &buffer, 0); } } return buffer; } void D3D9RendererIndexBuffer::unlock(void) { if(m_d3dIndexBuffer) { m_d3dIndexBuffer->Unlock(); } } void D3D9RendererIndexBuffer::bind(void) const { m_d3dDevice.SetIndices(m_d3dIndexBuffer); } void D3D9RendererIndexBuffer::unbind(void) const { m_d3dDevice.SetIndices(0); } #endif // #if defined(RENDERER_ENABLE_DIRECT3D9)