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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 "D3D9RendererVertexBuffer.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(RendererVertexBuffer::Format format) { D3DDECLTYPE d3dType = D3DDECLTYPE_UNUSED; switch(format) { case RendererVertexBuffer::FORMAT_FLOAT1: d3dType = D3DDECLTYPE_FLOAT1; break; case RendererVertexBuffer::FORMAT_FLOAT2: d3dType = D3DDECLTYPE_FLOAT2; break; case RendererVertexBuffer::FORMAT_FLOAT3: d3dType = D3DDECLTYPE_FLOAT3; break; case RendererVertexBuffer::FORMAT_FLOAT4: d3dType = D3DDECLTYPE_FLOAT4; break; case RendererVertexBuffer::FORMAT_UBYTE4: d3dType = D3DDECLTYPE_UBYTE4; break; case RendererVertexBuffer::FORMAT_USHORT4: d3dType = D3DDECLTYPE_SHORT4; break; case RendererVertexBuffer::FORMAT_COLOR_BGRA: d3dType = D3DDECLTYPE_D3DCOLOR; break; case RendererVertexBuffer::FORMAT_COLOR_RGBA: d3dType = D3DDECLTYPE_D3DCOLOR; break; case RendererVertexBuffer::FORMAT_COLOR_NATIVE: d3dType = D3DDECLTYPE_D3DCOLOR; break; } RENDERER_ASSERT(d3dType != D3DDECLTYPE_UNUSED, "Invalid Direct3D9 vertex type."); return d3dType; } static D3DDECLUSAGE getD3DUsage(RendererVertexBuffer::Semantic semantic, PxU8 &usageIndex) { D3DDECLUSAGE d3dUsage = D3DDECLUSAGE_FOG; usageIndex = 0; if(semantic >= RendererVertexBuffer::SEMANTIC_TEXCOORD0 && semantic <= RendererVertexBuffer::SEMANTIC_TEXCOORDMAX) { d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = (PxU8)(semantic - RendererVertexBuffer::SEMANTIC_TEXCOORD0); } else { switch(semantic) { case RendererVertexBuffer::SEMANTIC_POSITION: d3dUsage = D3DDECLUSAGE_POSITION; break; case RendererVertexBuffer::SEMANTIC_NORMAL: d3dUsage = D3DDECLUSAGE_NORMAL; break; case RendererVertexBuffer::SEMANTIC_TANGENT: d3dUsage = D3DDECLUSAGE_TANGENT; break; case RendererVertexBuffer::SEMANTIC_COLOR: d3dUsage = D3DDECLUSAGE_COLOR; break; case RendererVertexBuffer::SEMANTIC_BONEINDEX: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_BONEINDEX_CHANNEL; break; case RendererVertexBuffer::SEMANTIC_BONEWEIGHT: d3dUsage = D3DDECLUSAGE_TEXCOORD; usageIndex = RENDERER_BONEWEIGHT_CHANNEL; break; } } // There's absolutely no reason why there can't be semantics for which Direct3D9 has no support //RENDERER_ASSERT(d3dUsage != D3DDECLUSAGE_FOG, "Invalid Direct3D9 vertex usage."); return d3dUsage; } D3D9RendererVertexBuffer::D3D9RendererVertexBuffer(IDirect3DDevice9 &d3dDevice, D3D9Renderer& renderer, const RendererVertexBufferDesc &desc) : RendererVertexBuffer(desc), m_d3dDevice(d3dDevice), m_savedData(NULL) { m_d3dVertexBuffer = 0; m_usage = D3DUSAGE_WRITEONLY; m_lockFlags = 0; m_pool = renderer.canUseManagedResources() ? D3DPOOL_MANAGED : D3DPOOL_DEFAULT; m_bufferSize = (UINT)(desc.maxVertices * m_stride); m_bufferWritten = false; #if RENDERER_ENABLE_DYNAMIC_VB_POOLS if(desc.hint==RendererVertexBuffer::HINT_DYNAMIC ) { if (!desc.registerInCUDA) { m_usage = D3DUSAGE_DYNAMIC | D3DUSAGE_WRITEONLY; // discard all that data if we are going to overwrite it again (saves some time waiting to copy everything back) m_lockFlags = D3DLOCK_DISCARD; } else { m_usage = 0; } m_pool = D3DPOOL_DEFAULT; } #endif onDeviceReset(); if(m_d3dVertexBuffer) { m_maxVertices = desc.maxVertices; } } D3D9RendererVertexBuffer::~D3D9RendererVertexBuffer(void) { if(m_d3dVertexBuffer) { #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_registeredInCUDA) { m_registeredInCUDA = !m_interopContext->unregisterResourceInCuda(m_InteropHandle); } #endif m_d3dVertexBuffer->Release(); } delete[] m_savedData; } void D3D9RendererVertexBuffer::addVertexElements(PxU32 streamIndex, std::vector &vertexElements) const { for(PxU32 i=0; iLock(0, (UINT)bufferSize, &lockedBuffer, m_lockFlags); if(res != S_OK) lockedBuffer = NULL; RENDERER_ASSERT(lockedBuffer, "Failed to lock Direct3D9 Vertex Buffer."); } m_bufferWritten = true; return lockedBuffer; } void D3D9RendererVertexBuffer::unlock(void) { PX_PROFILE_ZONE("D3D9RenderVBunlock",0); if(m_d3dVertexBuffer) { m_d3dVertexBuffer->Unlock(); } } void D3D9RendererVertexBuffer::bind(PxU32 streamID, PxU32 firstVertex) { prepareForRender(); if(m_d3dVertexBuffer) { m_d3dDevice.SetStreamSource((UINT)streamID, m_d3dVertexBuffer, firstVertex*m_stride, m_stride); } } void D3D9RendererVertexBuffer::unbind(PxU32 streamID) { m_d3dDevice.SetStreamSource((UINT)streamID, 0, 0, 0); } void D3D9RendererVertexBuffer::onDeviceLost(void) { #if PX_WINDOWS && PX_SUPPORT_GPU_PHYSX if(m_interopContext && m_registeredInCUDA) { m_interopContext->unregisterResourceInCuda(m_InteropHandle); } #endif m_registeredInCUDA = false; if(m_pool != D3DPOOL_MANAGED && m_d3dVertexBuffer) { if (m_bufferWritten) { if (NULL == m_savedData) m_savedData = new char[m_bufferSize]; void* lockedBuffer = 0; m_d3dVertexBuffer->Lock(0, m_bufferSize, &lockedBuffer, m_lockFlags); RENDERER_ASSERT(lockedBuffer, "Failed to lock Direct3D9 Vertex Buffer."); memcpy(m_savedData, lockedBuffer, m_bufferSize); m_d3dVertexBuffer->Unlock(); } m_d3dVertexBuffer->Release(); m_d3dVertexBuffer = 0; } } void D3D9RendererVertexBuffer::onDeviceReset(void) { 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) { RENDERER_ASSERT(m_deferredUnlock == false, "Deferred VB Unlock must be disabled when CUDA Interop is in use.") m_registeredInCUDA = m_interopContext->registerResourceInCudaD3D(m_InteropHandle, m_d3dVertexBuffer); } #endif if (m_bufferWritten) { void* lockedBuffer = 0; m_d3dVertexBuffer->Lock(0, m_bufferSize, &lockedBuffer, m_lockFlags); RENDERER_ASSERT(lockedBuffer, "Failed to lock Direct3D9 Vertex Buffer."); RENDERER_ASSERT(m_savedData != NULL, "Data buffer must have been allocated."); memcpy(lockedBuffer, m_savedData, m_bufferSize); m_d3dVertexBuffer->Unlock(); } } } bool D3D9RendererVertexBuffer::checkBufferWritten(void) { if(m_InteropHandle) return true; else return m_bufferWritten; } #endif // #if defined(RENDERER_ENABLE_DIRECT3D9)