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776 lines
22 KiB
C++
776 lines
22 KiB
C++
//========= Copyright Valve Corporation, All rights reserved. ============//
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//
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// Purpose:
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//
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// $NoKeywords: $
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//
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//===========================================================================//
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#include <d3d10.h>
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#undef GetCommandLine
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#include "meshdx10.h"
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#include "utlvector.h"
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#include "materialsystem/imaterialsystem.h"
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#include "IHardwareConfigInternal.h"
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#include "shaderapi_global.h"
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#include "shaderapi/ishaderutil.h"
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#include "shaderapi/ishaderapi.h"
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#include "shaderdevicedx10.h"
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#include "materialsystem/imesh.h"
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#include "tier0/vprof.h"
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#include "tier0/dbg.h"
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#include "materialsystem/idebugtextureinfo.h"
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#include "materialsystem/ivballoctracker.h"
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#include "tier2/tier2.h"
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//-----------------------------------------------------------------------------
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//
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// Dx10 implementation of a vertex buffer
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// globals
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//-----------------------------------------------------------------------------
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#ifdef _DEBUG
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int CVertexBufferDx10::s_nBufferCount = 0;
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#endif
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CVertexBufferDx10::CVertexBufferDx10( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroupName ) :
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BaseClass( pBudgetGroupName )
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{
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Assert( nVertexCount != 0 );
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m_pVertexBuffer = NULL;
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m_VertexFormat = fmt;
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m_nVertexCount = ( fmt == VERTEX_FORMAT_UNKNOWN ) ? 0 : nVertexCount;
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m_nBufferSize = ( fmt == VERTEX_FORMAT_UNKNOWN ) ? nVertexCount : nVertexCount * VertexSize();
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m_nFirstUnwrittenOffset = 0;
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m_bIsLocked = false;
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m_bIsDynamic = ( type == SHADER_BUFFER_TYPE_DYNAMIC ) || ( type == SHADER_BUFFER_TYPE_DYNAMIC_TEMP );
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m_bFlush = false;
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}
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CVertexBufferDx10::~CVertexBufferDx10()
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{
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Free();
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}
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//-----------------------------------------------------------------------------
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// Creates, destroys the vertex buffer
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//-----------------------------------------------------------------------------
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bool CVertexBufferDx10::Allocate( )
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{
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Assert( !m_pVertexBuffer );
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m_nFirstUnwrittenOffset = 0;
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D3D10_BUFFER_DESC bd;
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bd.Usage = D3D10_USAGE_DYNAMIC;
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bd.ByteWidth = m_nBufferSize;
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bd.BindFlags = D3D10_BIND_VERTEX_BUFFER;
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bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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bd.MiscFlags = 0;
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HRESULT hr = D3D10Device()->CreateBuffer( &bd, NULL, &m_pVertexBuffer );
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bool bOk = !FAILED( hr ) && ( m_pVertexBuffer != 0 );
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if ( bOk )
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{
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// Track VB allocations
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g_VBAllocTracker->CountVB( m_pVertexBuffer, m_bIsDynamic, m_nBufferSize, VertexSize(), GetVertexFormat() );
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if ( !m_bIsDynamic )
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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, m_nBufferSize );
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}
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else
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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, m_nBufferSize );
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// Dynamic meshes should never be compressed (slows down writing to them)
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Assert( CompressionType( GetVertexFormat() ) == VERTEX_COMPRESSION_NONE );
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}
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#ifdef _DEBUG
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++s_nBufferCount;
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#endif
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}
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return bOk;
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}
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void CVertexBufferDx10::Free()
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{
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if ( m_pVertexBuffer )
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{
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#ifdef _DEBUG
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--s_nBufferCount;
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#endif
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// Track VB allocations
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g_VBAllocTracker->UnCountVB( m_pVertexBuffer );
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m_pVertexBuffer->Release();
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m_pVertexBuffer = NULL;
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if ( !m_bIsDynamic )
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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, - m_nBufferSize );
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}
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else
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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, - m_nBufferSize );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Vertex Buffer info
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//-----------------------------------------------------------------------------
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int CVertexBufferDx10::VertexCount() const
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{
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Assert( !m_bIsDynamic );
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return m_nVertexCount;
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}
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//-----------------------------------------------------------------------------
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// Returns the buffer format (only valid for static index buffers)
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//-----------------------------------------------------------------------------
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VertexFormat_t CVertexBufferDx10::GetVertexFormat() const
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{
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Assert( !m_bIsDynamic );
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return m_VertexFormat;
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}
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//-----------------------------------------------------------------------------
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// Returns true if the buffer is dynamic
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//-----------------------------------------------------------------------------
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bool CVertexBufferDx10::IsDynamic() const
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{
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return m_bIsDynamic;
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}
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//-----------------------------------------------------------------------------
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// Only used by dynamic buffers, indicates the next lock should perform a discard.
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//-----------------------------------------------------------------------------
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void CVertexBufferDx10::Flush()
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{
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// This strange-looking line makes a flush only occur if the buffer is dynamic.
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m_bFlush = m_bIsDynamic;
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}
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//-----------------------------------------------------------------------------
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// Casts a dynamic buffer to be a particular vertex type
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//-----------------------------------------------------------------------------
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void CVertexBufferDx10::BeginCastBuffer( VertexFormat_t format )
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{
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Assert( format != MATERIAL_INDEX_FORMAT_UNKNOWN );
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Assert( m_bIsDynamic && ( m_VertexFormat == 0 || m_VertexFormat == format ) );
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if ( !m_bIsDynamic )
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return;
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m_VertexFormat = format;
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m_nVertexCount = m_nBufferSize / VertexSize();
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}
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void CVertexBufferDx10::EndCastBuffer( )
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{
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Assert( m_bIsDynamic && m_VertexFormat != 0 );
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if ( !m_bIsDynamic )
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return;
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m_VertexFormat = 0;
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m_nVertexCount = 0;
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}
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//-----------------------------------------------------------------------------
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// Returns the number of indices that can be written into the buffer
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//-----------------------------------------------------------------------------
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int CVertexBufferDx10::GetRoomRemaining() const
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{
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return ( m_nBufferSize - m_nFirstUnwrittenOffset ) / VertexSize();
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}
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//-----------------------------------------------------------------------------
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// Lock, unlock
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//-----------------------------------------------------------------------------
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bool CVertexBufferDx10::Lock( int nMaxVertexCount, bool bAppend, VertexDesc_t &desc )
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{
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Assert( !m_bIsLocked && ( nMaxVertexCount != 0 ) && ( nMaxVertexCount <= m_nVertexCount ) );
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Assert( m_VertexFormat != 0 );
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// FIXME: Why do we need to sync matrices now?
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ShaderUtil()->SyncMatrices();
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g_ShaderMutex.Lock();
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void *pLockedData = NULL;
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HRESULT hr;
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// This can happen if the buffer was locked but a type wasn't bound
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if ( m_VertexFormat == 0 )
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goto vertexBufferLockFailed;
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// Just give the app crap buffers to fill up while we're suppressed...
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if ( g_pShaderDevice->IsDeactivated() || ( nMaxVertexCount == 0 ) )
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goto vertexBufferLockFailed;
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// Did we ask for something too large?
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if ( nMaxVertexCount > m_nVertexCount )
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{
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Warning( "Too many vertices for vertex buffer. . tell a programmer (%d>%d)\n", nMaxVertexCount, m_nVertexCount );
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goto vertexBufferLockFailed;
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}
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// We might not have a buffer owing to alt-tab type stuff
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if ( !m_pVertexBuffer )
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{
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if ( !Allocate() )
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goto vertexBufferLockFailed;
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}
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// Check to see if we have enough memory
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int nMemoryRequired = nMaxVertexCount * VertexSize();
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bool bHasEnoughMemory = ( m_nFirstUnwrittenOffset + nMemoryRequired <= m_nBufferSize );
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D3D10_MAP map;
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if ( bAppend )
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{
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// Can't have the first lock after a flush be an appending lock
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Assert( !m_bFlush );
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// If we're appending and we don't have enough room, then puke!
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if ( !bHasEnoughMemory || m_bFlush )
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goto vertexBufferLockFailed;
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map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE;
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}
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else
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{
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// If we're not appending, no overwrite unless we don't have enough room
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// If we're a static buffer, always discard if we're not appending
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if ( !m_bFlush && bHasEnoughMemory && m_bIsDynamic )
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{
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map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE;
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}
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else
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{
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map = D3D10_MAP_WRITE_DISCARD;
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m_nFirstUnwrittenOffset = 0;
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m_bFlush = false;
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}
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}
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hr = m_pVertexBuffer->Map( map, 0, &pLockedData );
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if ( FAILED( hr ) )
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{
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Warning( "Failed to lock vertex buffer in CVertexBufferDx10::Lock\n" );
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goto vertexBufferLockFailed;
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}
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ComputeVertexDescription( (unsigned char*)pLockedData + m_nFirstUnwrittenOffset, m_VertexFormat, desc );
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desc.m_nFirstVertex = 0;
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desc.m_nOffset = m_nFirstUnwrittenOffset;
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m_bIsLocked = true;
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return true;
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vertexBufferLockFailed:
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g_ShaderMutex.Unlock();
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// Set up a bogus index descriptor
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ComputeVertexDescription( 0, 0, desc );
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desc.m_nFirstVertex = 0;
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desc.m_nOffset = 0;
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return false;
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}
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void CVertexBufferDx10::Unlock( int nWrittenVertexCount, VertexDesc_t &desc )
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{
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Assert( nWrittenVertexCount <= m_nVertexCount );
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// NOTE: This can happen if the lock occurs during alt-tab
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// or if another application is initializing
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if ( !m_bIsLocked )
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return;
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if ( m_pVertexBuffer )
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{
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m_pVertexBuffer->Unmap();
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}
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m_nFirstUnwrittenOffset += nWrittenVertexCount * VertexSize();
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m_bIsLocked = false;
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g_ShaderMutex.Unlock();
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}
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//-----------------------------------------------------------------------------
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//
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// Dx10 implementation of an index buffer
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//
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//-----------------------------------------------------------------------------
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//-----------------------------------------------------------------------------
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// globals
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//-----------------------------------------------------------------------------
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// shove indices into this if you don't actually want indices
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static unsigned int s_nScratchIndexBuffer = 0;
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#ifdef _DEBUG
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int CIndexBufferDx10::s_nBufferCount = 0;
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#endif
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//-----------------------------------------------------------------------------
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// constructor, destructor
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//-----------------------------------------------------------------------------
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CIndexBufferDx10::CIndexBufferDx10( ShaderBufferType_t type, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroupName ) :
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BaseClass( pBudgetGroupName )
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{
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Assert( nIndexCount != 0 );
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Assert( IsDynamicBufferType( type ) || ( fmt != MATERIAL_INDEX_FORMAT_UNKNOWN ) );
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m_pIndexBuffer = NULL;
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m_IndexFormat = fmt;
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m_nIndexCount = ( fmt == MATERIAL_INDEX_FORMAT_UNKNOWN ) ? 0 : nIndexCount;
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m_nBufferSize = ( fmt == MATERIAL_INDEX_FORMAT_UNKNOWN ) ? nIndexCount : nIndexCount * IndexSize();
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m_nFirstUnwrittenOffset = 0;
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m_bIsLocked = false;
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m_bIsDynamic = IsDynamicBufferType( type );
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m_bFlush = false;
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// NOTE: This has to happen at the end since m_IndexFormat must be valid for IndexSize() to work
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if ( m_bIsDynamic )
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{
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m_IndexFormat = MATERIAL_INDEX_FORMAT_UNKNOWN;
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m_nIndexCount = 0;
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}
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}
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CIndexBufferDx10::~CIndexBufferDx10()
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{
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Free();
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}
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//-----------------------------------------------------------------------------
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// Creates, destroys the index buffer
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//-----------------------------------------------------------------------------
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bool CIndexBufferDx10::Allocate( )
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{
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Assert( !m_pIndexBuffer );
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m_nFirstUnwrittenOffset = 0;
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D3D10_BUFFER_DESC bd;
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bd.Usage = D3D10_USAGE_DYNAMIC;
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bd.ByteWidth = m_nBufferSize;
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bd.BindFlags = D3D10_BIND_INDEX_BUFFER;
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bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE;
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bd.MiscFlags = 0;
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HRESULT hr = D3D10Device()->CreateBuffer( &bd, NULL, &m_pIndexBuffer );
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bool bOk = !FAILED( hr ) && ( m_pIndexBuffer != NULL );
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if ( bOk )
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{
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if ( !m_bIsDynamic )
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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, m_nBufferSize );
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}
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else
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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, m_nBufferSize );
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}
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#ifdef _DEBUG
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++s_nBufferCount;
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#endif
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}
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return bOk;
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}
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void CIndexBufferDx10::Free()
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{
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if ( m_pIndexBuffer )
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{
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#ifdef _DEBUG
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--s_nBufferCount;
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#endif
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m_pIndexBuffer->Release();
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m_pIndexBuffer = NULL;
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if ( !m_bIsDynamic )
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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, - m_nBufferSize );
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}
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else
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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, - m_nBufferSize );
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}
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}
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}
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//-----------------------------------------------------------------------------
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// Returns the buffer size (only valid for static index buffers)
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//-----------------------------------------------------------------------------
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int CIndexBufferDx10::IndexCount() const
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{
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Assert( !m_bIsDynamic );
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return m_nIndexCount;
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}
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//-----------------------------------------------------------------------------
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// Returns the buffer format (only valid for static index buffers)
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//-----------------------------------------------------------------------------
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MaterialIndexFormat_t CIndexBufferDx10::IndexFormat() const
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{
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Assert( !m_bIsDynamic );
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return m_IndexFormat;
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}
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//-----------------------------------------------------------------------------
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// Returns true if the buffer is dynamic
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//-----------------------------------------------------------------------------
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bool CIndexBufferDx10::IsDynamic() const
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{
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return m_bIsDynamic;
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}
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//-----------------------------------------------------------------------------
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// Only used by dynamic buffers, indicates the next lock should perform a discard.
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//-----------------------------------------------------------------------------
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void CIndexBufferDx10::Flush()
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{
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// This strange-looking line makes a flush only occur if the buffer is dynamic.
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m_bFlush = m_bIsDynamic;
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}
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//-----------------------------------------------------------------------------
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// Casts a dynamic buffer to be a particular index type
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//-----------------------------------------------------------------------------
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void CIndexBufferDx10::BeginCastBuffer( MaterialIndexFormat_t format )
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{
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Assert( format != MATERIAL_INDEX_FORMAT_UNKNOWN );
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Assert( m_bIsDynamic && ( m_IndexFormat == MATERIAL_INDEX_FORMAT_UNKNOWN || m_IndexFormat == format ) );
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if ( !m_bIsDynamic )
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return;
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m_IndexFormat = format;
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m_nIndexCount = m_nBufferSize / IndexSize();
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}
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void CIndexBufferDx10::EndCastBuffer( )
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{
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Assert( m_bIsDynamic && m_IndexFormat != MATERIAL_INDEX_FORMAT_UNKNOWN );
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if ( !m_bIsDynamic )
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return;
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m_IndexFormat = MATERIAL_INDEX_FORMAT_UNKNOWN;
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m_nIndexCount = 0;
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}
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//-----------------------------------------------------------------------------
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// Returns the number of indices that can be written into the buffer
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//-----------------------------------------------------------------------------
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int CIndexBufferDx10::GetRoomRemaining() const
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{
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return ( m_nBufferSize - m_nFirstUnwrittenOffset ) / IndexSize();
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}
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//-----------------------------------------------------------------------------
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// Locks, unlocks the mesh
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//-----------------------------------------------------------------------------
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bool CIndexBufferDx10::Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t &desc )
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{
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Assert( !m_bIsLocked && ( nMaxIndexCount != 0 ) && ( nMaxIndexCount <= m_nIndexCount ) );
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Assert( m_IndexFormat != MATERIAL_INDEX_FORMAT_UNKNOWN );
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// FIXME: Why do we need to sync matrices now?
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ShaderUtil()->SyncMatrices();
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g_ShaderMutex.Lock();
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void *pLockedData = NULL;
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HRESULT hr;
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// This can happen if the buffer was locked but a type wasn't bound
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if ( m_IndexFormat == MATERIAL_INDEX_FORMAT_UNKNOWN )
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goto indexBufferLockFailed;
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// Just give the app crap buffers to fill up while we're suppressed...
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if ( g_pShaderDevice->IsDeactivated() || ( nMaxIndexCount == 0 ) )
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goto indexBufferLockFailed;
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// Did we ask for something too large?
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if ( nMaxIndexCount > m_nIndexCount )
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{
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Warning( "Too many indices for index buffer. . tell a programmer (%d>%d)\n", nMaxIndexCount, m_nIndexCount );
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goto indexBufferLockFailed;
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}
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// We might not have a buffer owing to alt-tab type stuff
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if ( !m_pIndexBuffer )
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{
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if ( !Allocate() )
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goto indexBufferLockFailed;
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}
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// Check to see if we have enough memory
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int nMemoryRequired = nMaxIndexCount * IndexSize();
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bool bHasEnoughMemory = ( m_nFirstUnwrittenOffset + nMemoryRequired <= m_nBufferSize );
|
|
|
|
D3D10_MAP map;
|
|
if ( bAppend )
|
|
{
|
|
// Can't have the first lock after a flush be an appending lock
|
|
Assert( !m_bFlush );
|
|
|
|
// If we're appending and we don't have enough room, then puke!
|
|
if ( !bHasEnoughMemory || m_bFlush )
|
|
goto indexBufferLockFailed;
|
|
map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE;
|
|
}
|
|
else
|
|
{
|
|
// If we're not appending, no overwrite unless we don't have enough room
|
|
if ( !m_bFlush && bHasEnoughMemory && m_bIsDynamic )
|
|
{
|
|
map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE;
|
|
}
|
|
else
|
|
{
|
|
map = D3D10_MAP_WRITE_DISCARD;
|
|
m_nFirstUnwrittenOffset = 0;
|
|
m_bFlush = false;
|
|
}
|
|
}
|
|
|
|
hr = m_pIndexBuffer->Map( map, 0, &pLockedData );
|
|
if ( FAILED( hr ) )
|
|
{
|
|
Warning( "Failed to lock index buffer in CIndexBufferDx10::Lock\n" );
|
|
goto indexBufferLockFailed;
|
|
}
|
|
|
|
desc.m_pIndices = (unsigned short*)( (unsigned char*)pLockedData + m_nFirstUnwrittenOffset );
|
|
desc.m_nIndexSize = IndexSize() >> 1;
|
|
desc.m_nFirstIndex = 0;
|
|
desc.m_nOffset = m_nFirstUnwrittenOffset;
|
|
m_bIsLocked = true;
|
|
return true;
|
|
|
|
indexBufferLockFailed:
|
|
g_ShaderMutex.Unlock();
|
|
|
|
// Set up a bogus index descriptor
|
|
desc.m_pIndices = (unsigned short*)( &s_nScratchIndexBuffer );
|
|
desc.m_nFirstIndex = 0;
|
|
desc.m_nIndexSize = 0;
|
|
desc.m_nOffset = 0;
|
|
return false;
|
|
}
|
|
|
|
void CIndexBufferDx10::Unlock( int nWrittenIndexCount, IndexDesc_t &desc )
|
|
{
|
|
Assert( nWrittenIndexCount <= m_nIndexCount );
|
|
|
|
// NOTE: This can happen if the lock occurs during alt-tab
|
|
// or if another application is initializing
|
|
if ( !m_bIsLocked )
|
|
return;
|
|
|
|
if ( m_pIndexBuffer )
|
|
{
|
|
m_pIndexBuffer->Unmap();
|
|
}
|
|
|
|
m_nFirstUnwrittenOffset += nWrittenIndexCount * IndexSize();
|
|
m_bIsLocked = false;
|
|
g_ShaderMutex.Unlock();
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
// Locks, unlocks an existing mesh
|
|
//-----------------------------------------------------------------------------
|
|
void CIndexBufferDx10::ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc )
|
|
{
|
|
Assert( 0 );
|
|
}
|
|
|
|
void CIndexBufferDx10::ModifyEnd( IndexDesc_t& desc )
|
|
{
|
|
|
|
}
|
|
|
|
|
|
//-----------------------------------------------------------------------------
|
|
//
|
|
// The empty mesh...
|
|
//
|
|
//-----------------------------------------------------------------------------
|
|
CMeshDx10::CMeshDx10()
|
|
{
|
|
m_pVertexMemory = new unsigned char[VERTEX_BUFFER_SIZE];
|
|
}
|
|
|
|
CMeshDx10::~CMeshDx10()
|
|
{
|
|
delete[] m_pVertexMemory;
|
|
}
|
|
|
|
void CMeshDx10::LockMesh( int numVerts, int numIndices, MeshDesc_t& desc )
|
|
{
|
|
// Who cares about the data?
|
|
desc.m_pPosition = (float*)m_pVertexMemory;
|
|
desc.m_pNormal = (float*)m_pVertexMemory;
|
|
desc.m_pColor = m_pVertexMemory;
|
|
int i;
|
|
for ( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i)
|
|
desc.m_pTexCoord[i] = (float*)m_pVertexMemory;
|
|
desc.m_pIndices = (unsigned short*)m_pVertexMemory;
|
|
|
|
desc.m_pBoneWeight = (float*)m_pVertexMemory;
|
|
desc.m_pBoneMatrixIndex = (unsigned char*)m_pVertexMemory;
|
|
desc.m_pTangentS = (float*)m_pVertexMemory;
|
|
desc.m_pTangentT = (float*)m_pVertexMemory;
|
|
desc.m_pUserData = (float*)m_pVertexMemory;
|
|
desc.m_NumBoneWeights = 2;
|
|
|
|
desc.m_VertexSize_Position = 0;
|
|
desc.m_VertexSize_BoneWeight = 0;
|
|
desc.m_VertexSize_BoneMatrixIndex = 0;
|
|
desc.m_VertexSize_Normal = 0;
|
|
desc.m_VertexSize_Color = 0;
|
|
for( i=0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ )
|
|
desc.m_VertexSize_TexCoord[i] = 0;
|
|
desc.m_VertexSize_TangentS = 0;
|
|
desc.m_VertexSize_TangentT = 0;
|
|
desc.m_VertexSize_UserData = 0;
|
|
desc.m_ActualVertexSize = 0; // Size of the vertices.. Some of the m_VertexSize_ elements above
|
|
|
|
desc.m_nFirstVertex = 0;
|
|
desc.m_nIndexSize = 0;
|
|
}
|
|
|
|
void CMeshDx10::UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc )
|
|
{
|
|
}
|
|
|
|
void CMeshDx10::ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc )
|
|
{
|
|
// Who cares about the data?
|
|
desc.m_pPosition = (float*)m_pVertexMemory;
|
|
desc.m_pNormal = (float*)m_pVertexMemory;
|
|
desc.m_pColor = m_pVertexMemory;
|
|
int i;
|
|
for ( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i)
|
|
desc.m_pTexCoord[i] = (float*)m_pVertexMemory;
|
|
desc.m_pIndices = (unsigned short*)m_pVertexMemory;
|
|
|
|
desc.m_pBoneWeight = (float*)m_pVertexMemory;
|
|
desc.m_pBoneMatrixIndex = (unsigned char*)m_pVertexMemory;
|
|
desc.m_pTangentS = (float*)m_pVertexMemory;
|
|
desc.m_pTangentT = (float*)m_pVertexMemory;
|
|
desc.m_pUserData = (float*)m_pVertexMemory;
|
|
desc.m_NumBoneWeights = 2;
|
|
|
|
desc.m_VertexSize_Position = 0;
|
|
desc.m_VertexSize_BoneWeight = 0;
|
|
desc.m_VertexSize_BoneMatrixIndex = 0;
|
|
desc.m_VertexSize_Normal = 0;
|
|
desc.m_VertexSize_Color = 0;
|
|
for( i=0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ )
|
|
desc.m_VertexSize_TexCoord[i] = 0;
|
|
desc.m_VertexSize_TangentS = 0;
|
|
desc.m_VertexSize_TangentT = 0;
|
|
desc.m_VertexSize_UserData = 0;
|
|
desc.m_ActualVertexSize = 0; // Size of the vertices.. Some of the m_VertexSize_ elements above
|
|
|
|
desc.m_nFirstVertex = 0;
|
|
desc.m_nIndexSize = 0;
|
|
}
|
|
|
|
void CMeshDx10::ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc )
|
|
{
|
|
ModifyBeginEx( false, firstVertex, numVerts, firstIndex, numIndices, desc );
|
|
}
|
|
|
|
void CMeshDx10::ModifyEnd( MeshDesc_t& desc )
|
|
{
|
|
}
|
|
|
|
// returns the # of vertices (static meshes only)
|
|
int CMeshDx10::VertexCount() const
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
// Sets the primitive type
|
|
void CMeshDx10::SetPrimitiveType( MaterialPrimitiveType_t type )
|
|
{
|
|
}
|
|
|
|
// Draws the entire mesh
|
|
void CMeshDx10::Draw( int firstIndex, int numIndices )
|
|
{
|
|
}
|
|
|
|
void CMeshDx10::Draw(CPrimList *pPrims, int nPrims)
|
|
{
|
|
}
|
|
|
|
// Copy verts and/or indices to a mesh builder. This only works for temp meshes!
|
|
void CMeshDx10::CopyToMeshBuilder(
|
|
int iStartVert, // Which vertices to copy.
|
|
int nVerts,
|
|
int iStartIndex, // Which indices to copy.
|
|
int nIndices,
|
|
int indexOffset, // This is added to each index.
|
|
CMeshBuilder &builder )
|
|
{
|
|
}
|
|
|
|
// Spews the mesh data
|
|
void CMeshDx10::Spew( int numVerts, int numIndices, const MeshDesc_t & desc )
|
|
{
|
|
}
|
|
|
|
void CMeshDx10::ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc )
|
|
{
|
|
}
|
|
|
|
// gets the associated material
|
|
IMaterial* CMeshDx10::GetMaterial()
|
|
{
|
|
// umm. this don't work none
|
|
Assert(0);
|
|
return 0;
|
|
}
|