// // 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 "D3D9RendererInstanceBuffer.h" #include #if PX_WINDOWS #include #endif using namespace SampleRenderer; static D3DVERTEXELEMENT9 buildVertexElement(WORD stream, WORD offset, D3DDECLTYPE type, BYTE method, BYTE usage, BYTE usageIndex) { D3DVERTEXELEMENT9 element; element.Stream = stream; element.Offset = offset; #if defined(RENDERER_WINDOWS) element.Type = (BYTE)type; #else element.Type = type; #endif element.Method = method; element.Usage = usage; element.UsageIndex = usageIndex; return element; } static D3DDECLTYPE getD3DType(RendererInstanceBuffer::Format format) { D3DDECLTYPE d3dType = D3DDECLTYPE_UNUSED; switch(format) { case RendererInstanceBuffer::FORMAT_FLOAT1: d3dType = D3DDECLTYPE_FLOAT1; break; case RendererInstanceBuffer::FORMAT_FLOAT2: d3dType = D3DDECLTYPE_FLOAT2; break; case RendererInstanceBuffer::FORMAT_FLOAT3: d3dType = D3DDECLTYPE_FLOAT3; break; case RendererInstanceBuffer::FORMAT_FLOAT4: d3dType = D3DDECLTYPE_FLOAT4; break; } RENDERER_ASSERT(d3dType != D3DDECLTYPE_UNUSED, "Invalid Direct3D9 vertex type."); return d3dType; } static D3DDECLUSAGE getD3DUsage(RendererInstanceBuffer::Semantic semantic, PxU8 &usageIndex) { D3DDECLUSAGE d3dUsage = D3DDECLUSAGE_FOG; usageIndex = 0; switch(semantic) { case RendererInstanceBuffer::SEMANTIC_POSITION: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_POSITION_CHANNEL; break; case RendererInstanceBuffer::SEMANTIC_NORMALX: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_NORMALX_CHANNEL; break; case RendererInstanceBuffer::SEMANTIC_NORMALY: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_NORMALY_CHANNEL; break; case RendererInstanceBuffer::SEMANTIC_NORMALZ: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_NORMALZ_CHANNEL; break; case RendererInstanceBuffer::SEMANTIC_VELOCITY_LIFE: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_VEL_LIFE_CHANNEL; break; case RendererInstanceBuffer::SEMANTIC_DENSITY: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_DENSITY_CHANNEL; break; case RendererInstanceBuffer::SEMANTIC_UV_OFFSET: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_UV_CHANNEL; break; case RendererInstanceBuffer::SEMANTIC_LOCAL_OFFSET: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_INSTANCE_LOCAL_CHANNEL; break; } RENDERER_ASSERT(d3dUsage != D3DDECLUSAGE_FOG, "Invalid Direct3D9 vertex usage."); return d3dUsage; } D3D9RendererInstanceBuffer::D3D9RendererInstanceBuffer(IDirect3DDevice9 &d3dDevice, D3D9Renderer& renderer, const RendererInstanceBufferDesc &desc) : RendererInstanceBuffer(desc) #if RENDERER_INSTANCING ,m_d3dDevice(d3dDevice) #endif { #if RENDERER_INSTANCING m_d3dVertexBuffer = 0; #endif m_usage = D3DUSAGE_WRITEONLY; m_pool = renderer.canUseManagedResources() ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT; m_bufferSize = (UINT)(desc.maxInstances * m_stride); #if RENDERER_ENABLE_DYNAMIC_VB_POOLS if(desc.hint==RendererInstanceBuffer::HINT_DYNAMIC ) { m_usage = desc.registerInCUDA ? 0 : D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; m_pool = D3DPOOL_DEFAULT; } #endif onDeviceReset(); #if RENDERER_INSTANCING if(m_d3dVertexBuffer) { m_maxInstances = desc.maxInstances; } #else m_maxInstances = desc.maxInstances; mInstanceBuffer = malloc(m_maxInstances*m_stride); // PX_ALLOC(m_maxInstances*m_stride); #endif } D3D9RendererInstanceBuffer::~D3D9RendererInstanceBuffer(void) { #if RENDERER_INSTANCING #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_registeredInCUDA) { PX_ASSERT(m_d3dVertexBuffer); m_registeredInCUDA = !m_interopContext->unregisterResourceInCuda(m_InteropHandle); } #endif if(m_d3dVertexBuffer) m_d3dVertexBuffer->Release(); #else free(mInstanceBuffer); // PX_FREE(mInstanceBuffer); #endif } void D3D9RendererInstanceBuffer::addVertexElements(PxU32 streamIndex, std::vector &vertexElements) const { for(PxU32 i=0; iLock(0, (UINT)bufferSize, &lockedBuffer, 0); RENDERER_ASSERT(lockedBuffer, "Failed to lock Direct3D9 Vertex Buffer."); } #else lockedBuffer = mInstanceBuffer; #endif return lockedBuffer; } void D3D9RendererInstanceBuffer::unlock(void) { PX_PROFILE_ZONE("D3D9RenderIBunlock",0); #if RENDERER_INSTANCING if(m_d3dVertexBuffer) { m_d3dVertexBuffer->Unlock(); } #endif } void D3D9RendererInstanceBuffer::bind(PxU32 streamID, PxU32 firstInstance) const { #if RENDERER_INSTANCING if(m_d3dVertexBuffer) { m_d3dDevice.SetStreamSourceFreq((UINT)streamID, (UINT)(D3DSTREAMSOURCE_INSTANCEDATA | 1)); m_d3dDevice.SetStreamSource( (UINT)streamID, m_d3dVertexBuffer, firstInstance*m_stride, m_stride); } #endif } void D3D9RendererInstanceBuffer::unbind(PxU32 streamID) const { #if RENDERER_INSTANCING m_d3dDevice.SetStreamSource((UINT)streamID, 0, 0, 0); #endif } void D3D9RendererInstanceBuffer::onDeviceLost(void) { #if RENDERER_INSTANCING #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_registeredInCUDA) { PX_ASSERT(m_d3dVertexBuffer); m_interopContext->unregisterResourceInCuda(m_InteropHandle); } #endif m_registeredInCUDA = false; if(m_pool != D3DPOOL_MANAGED && m_d3dVertexBuffer) { m_d3dVertexBuffer->Release(); m_d3dVertexBuffer = 0; } #endif } void D3D9RendererInstanceBuffer::onDeviceReset(void) { #if RENDERER_INSTANCING if(!m_d3dVertexBuffer) { m_d3dDevice.CreateVertexBuffer(m_bufferSize, m_usage, 0, m_pool, &m_d3dVertexBuffer, 0); RENDERER_ASSERT(m_d3dVertexBuffer, "Failed to create Direct3D9 Vertex Buffer."); #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_d3dVertexBuffer && m_mustBeRegisteredInCUDA) { m_registeredInCUDA = m_interopContext->registerResourceInCudaD3D(m_InteropHandle, m_d3dVertexBuffer); } #endif } #endif } #endif // #if defined(RENDERER_ENABLE_DIRECT3D9)