DirectXTK/Src/PrimitiveBatch.cpp

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//--------------------------------------------------------------------------------------
// File: PrimitiveBatch.cpp
//
// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
// http://go.microsoft.com/fwlink/?LinkId=248929
//--------------------------------------------------------------------------------------
#include "pch.h"
#include "PrimitiveBatch.h"
#include "DirectXHelpers.h"
#include "GraphicsMemory.h"
#include "PlatformHelpers.h"
using namespace DirectX;
using namespace DirectX::Internal;
using Microsoft::WRL::ComPtr;
// Internal PrimitiveBatch implementation class.
class PrimitiveBatchBase::Impl
{
public:
Impl(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize);
void Begin();
void End();
void Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, _In_opt_count_(indexCount) uint16_t const* indices, size_t indexCount, size_t vertexCount, _Out_ void** pMappedVertices);
private:
void FlushBatch();
#if defined(_XBOX_ONE) && defined(_TITLE)
ComPtr<ID3D11DeviceContextX> mDeviceContext;
#else
ComPtr<ID3D11DeviceContext> mDeviceContext;
#endif
ComPtr<ID3D11Buffer> mIndexBuffer;
ComPtr<ID3D11Buffer> mVertexBuffer;
size_t mMaxIndices;
size_t mMaxVertices;
size_t mVertexSize;
D3D11_PRIMITIVE_TOPOLOGY mCurrentTopology;
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bool mInBeginEndPair;
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bool mCurrentlyIndexed;
size_t mCurrentIndex;
size_t mCurrentVertex;
size_t mBaseIndex;
size_t mBaseVertex;
#if defined(_XBOX_ONE) && defined(_TITLE)
void *grfxMemoryIB;
void *grfxMemoryVB;
#else
D3D11_MAPPED_SUBRESOURCE mMappedIndices;
D3D11_MAPPED_SUBRESOURCE mMappedVertices;
#endif
};
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namespace
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{
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// Helper for creating a D3D vertex or index buffer.
#if defined(_XBOX_ONE) && defined(_TITLE)
void CreateBuffer(_In_ ID3D11DeviceX* device, size_t bufferSize, D3D11_BIND_FLAG bindFlag, _Out_ ID3D11Buffer** pBuffer)
{
D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = (UINT)bufferSize;
desc.BindFlags = bindFlag;
desc.Usage = D3D11_USAGE_DEFAULT;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ThrowIfFailed(
device->CreatePlacementBuffer(&desc, nullptr, pBuffer)
);
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SetDebugObjectName(*pBuffer, "DirectXTK:PrimitiveBatch");
}
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#else
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void CreateBuffer(_In_ ID3D11Device* device, size_t bufferSize, D3D11_BIND_FLAG bindFlag, _Out_ ID3D11Buffer** pBuffer)
{
D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = (UINT)bufferSize;
desc.BindFlags = bindFlag;
desc.Usage = D3D11_USAGE_DYNAMIC;
desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ThrowIfFailed(
device->CreateBuffer(&desc, nullptr, pBuffer)
);
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_Analysis_assume_(*pBuffer != 0);
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SetDebugObjectName(*pBuffer, "DirectXTK:PrimitiveBatch");
}
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#endif
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}
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// Constructor.
PrimitiveBatchBase::Impl::Impl(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize)
: mMaxIndices(maxIndices),
mMaxVertices(maxVertices),
mVertexSize(vertexSize),
mCurrentTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED),
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mInBeginEndPair(false),
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mCurrentlyIndexed(false),
mCurrentIndex(0),
mCurrentVertex(0),
mBaseIndex(0),
mBaseVertex(0),
#if defined(_XBOX_ONE) && defined(_TITLE)
grfxMemoryIB(nullptr),
grfxMemoryVB(nullptr),
#else
mMappedIndices{},
mMappedVertices{}
#endif
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{
ComPtr<ID3D11Device> device;
deviceContext->GetDevice(&device);
#if defined(_XBOX_ONE) && defined(_TITLE)
ThrowIfFailed(deviceContext->QueryInterface(IID_GRAPHICS_PPV_ARGS(mDeviceContext.GetAddressOf())));
ComPtr<ID3D11DeviceX> deviceX;
ThrowIfFailed(device.As(&deviceX));
// If you only intend to draw non-indexed geometry, specify maxIndices = 0 to skip creating the index buffer.
if (maxIndices > 0)
{
CreateBuffer(deviceX.Get(), maxIndices * sizeof(uint16_t), D3D11_BIND_INDEX_BUFFER, &mIndexBuffer);
}
// Create the vertex buffer.
CreateBuffer(deviceX.Get(), maxVertices * vertexSize, D3D11_BIND_VERTEX_BUFFER, &mVertexBuffer);
grfxMemoryIB = grfxMemoryVB = nullptr;
#else
mDeviceContext = deviceContext;
// If you only intend to draw non-indexed geometry, specify maxIndices = 0 to skip creating the index buffer.
if (maxIndices > 0)
{
CreateBuffer(device.Get(), maxIndices * sizeof(uint16_t), D3D11_BIND_INDEX_BUFFER, &mIndexBuffer);
}
// Create the vertex buffer.
CreateBuffer(device.Get(), maxVertices * vertexSize, D3D11_BIND_VERTEX_BUFFER, &mVertexBuffer);
#endif
}
// Begins a batch of primitive drawing operations.
void PrimitiveBatchBase::Impl::Begin()
{
if (mInBeginEndPair)
throw std::exception("Cannot nest Begin calls");
#if defined(_XBOX_ONE) && defined(_TITLE)
mDeviceContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
#else
// Bind the index buffer.
if (mMaxIndices > 0)
{
mDeviceContext->IASetIndexBuffer(mIndexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
}
// Bind the vertex buffer.
auto vertexBuffer = mVertexBuffer.Get();
UINT vertexStride = (UINT)mVertexSize;
UINT vertexOffset = 0;
mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
#endif
// If this is a deferred D3D context, reset position so the first Map calls will use D3D11_MAP_WRITE_DISCARD.
if (mDeviceContext->GetType() == D3D11_DEVICE_CONTEXT_DEFERRED)
{
mCurrentIndex = 0;
mCurrentVertex = 0;
}
mInBeginEndPair = true;
}
// Ends a batch of primitive drawing operations.
void PrimitiveBatchBase::Impl::End()
{
if (!mInBeginEndPair)
throw std::exception("Begin must be called before End");
FlushBatch();
mInBeginEndPair = false;
}
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namespace
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{
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// Can we combine adjacent primitives using this topology into a single draw call?
bool CanBatchPrimitives(D3D11_PRIMITIVE_TOPOLOGY topology)
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{
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switch (topology)
{
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case D3D11_PRIMITIVE_TOPOLOGY_POINTLIST:
case D3D11_PRIMITIVE_TOPOLOGY_LINELIST:
case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
// Lists can easily be merged.
return true;
default:
// Strips cannot.
return false;
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}
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// We could also merge indexed strips by inserting degenerates,
// but that's not always a perf win, so let's keep things simple.
}
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#if !defined(_XBOX_ONE) || !defined(_TITLE)
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// Helper for locking a vertex or index buffer.
void LockBuffer(_In_ ID3D11DeviceContext* deviceContext, _In_ ID3D11Buffer* buffer, size_t currentPosition, _Out_ size_t* basePosition, _Out_ D3D11_MAPPED_SUBRESOURCE* mappedResource)
{
D3D11_MAP mapType = (currentPosition == 0) ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
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ThrowIfFailed(
deviceContext->Map(buffer, 0, mapType, 0, mappedResource)
);
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*basePosition = currentPosition;
}
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#endif
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}
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// Adds new geometry to the batch.
_Use_decl_annotations_
void PrimitiveBatchBase::Impl::Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, uint16_t const* indices, size_t indexCount, size_t vertexCount, void** pMappedVertices)
{
if (isIndexed && !indices)
throw std::exception("Indices cannot be null");
if (indexCount >= mMaxIndices)
throw std::exception("Too many indices");
if (vertexCount >= mMaxVertices)
throw std::exception("Too many vertices");
if (!mInBeginEndPair)
throw std::exception("Begin must be called before Draw");
// Can we merge this primitive in with an existing batch, or must we flush first?
bool wrapIndexBuffer = (mCurrentIndex + indexCount > mMaxIndices);
bool wrapVertexBuffer = (mCurrentVertex + vertexCount > mMaxVertices);
if ((topology != mCurrentTopology) ||
(isIndexed != mCurrentlyIndexed) ||
!CanBatchPrimitives(topology) ||
wrapIndexBuffer || wrapVertexBuffer)
{
FlushBatch();
}
#if defined(_XBOX_ONE) && defined(_TITLE)
if (mCurrentTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
{
auto& grfxMem = GraphicsMemory::Get();
if (isIndexed)
{
grfxMemoryIB = grfxMem.Allocate(mDeviceContext.Get(), mMaxIndices * sizeof(uint16_t), 64);
}
grfxMemoryVB = grfxMem.Allocate(mDeviceContext.Get(), mMaxVertices * mVertexSize, 64);
mCurrentTopology = topology;
mCurrentlyIndexed = isIndexed;
mCurrentIndex = mCurrentVertex = 0;
}
// Copy over the index data.
if (isIndexed)
{
assert(grfxMemoryIB != 0);
auto outputIndices = reinterpret_cast<uint16_t*>(grfxMemoryIB) + mCurrentIndex;
for (size_t i = 0; i < indexCount; i++)
{
outputIndices[i] = (uint16_t)(indices[i] + mCurrentVertex);
}
mCurrentIndex += indexCount;
}
// Return the output vertex data location.
assert(grfxMemoryVB != 0);
*pMappedVertices = reinterpret_cast<uint8_t*>(grfxMemoryVB) + (mCurrentVertex * mVertexSize);
mCurrentVertex += vertexCount;
#else
if (wrapIndexBuffer)
mCurrentIndex = 0;
if (wrapVertexBuffer)
mCurrentVertex = 0;
// If we are not already in a batch, lock the buffers.
if (mCurrentTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
{
if (isIndexed)
{
LockBuffer(mDeviceContext.Get(), mIndexBuffer.Get(), mCurrentIndex, &mBaseIndex, &mMappedIndices);
}
LockBuffer(mDeviceContext.Get(), mVertexBuffer.Get(), mCurrentVertex, &mBaseVertex, &mMappedVertices);
mCurrentTopology = topology;
mCurrentlyIndexed = isIndexed;
}
// Copy over the index data.
if (isIndexed)
{
auto outputIndices = reinterpret_cast<uint16_t*>(mMappedIndices.pData) + mCurrentIndex;
for (size_t i = 0; i < indexCount; i++)
{
outputIndices[i] = (uint16_t)(indices[i] + mCurrentVertex - mBaseVertex);
}
mCurrentIndex += indexCount;
}
// Return the output vertex data location.
*pMappedVertices = reinterpret_cast<uint8_t*>(mMappedVertices.pData) + (mCurrentVertex * mVertexSize);
mCurrentVertex += vertexCount;
#endif
}
// Sends queued primitives to the graphics device.
void PrimitiveBatchBase::Impl::FlushBatch()
{
// Early out if there is nothing to flush.
if (mCurrentTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
return;
mDeviceContext->IASetPrimitiveTopology(mCurrentTopology);
#if defined(_XBOX_ONE) && defined(_TITLE)
if (mCurrentlyIndexed)
{
// Draw indexed geometry.
mDeviceContext->IASetPlacementIndexBuffer(mIndexBuffer.Get(), grfxMemoryIB, DXGI_FORMAT_R16_UINT);
mDeviceContext->IASetPlacementVertexBuffer(0, mVertexBuffer.Get(), grfxMemoryVB, (UINT)mVertexSize);
mDeviceContext->DrawIndexed((UINT)mCurrentIndex, 0, 0);
}
else
{
// Draw non-indexed geometry.
mDeviceContext->IASetPlacementVertexBuffer(0, mVertexBuffer.Get(), grfxMemoryVB, (UINT)mVertexSize);
mDeviceContext->Draw((UINT)mCurrentVertex, 0);
}
grfxMemoryIB = grfxMemoryVB = nullptr;
#else
mDeviceContext->Unmap(mVertexBuffer.Get(), 0);
if (mCurrentlyIndexed)
{
// Draw indexed geometry.
mDeviceContext->Unmap(mIndexBuffer.Get(), 0);
mDeviceContext->DrawIndexed((UINT)(mCurrentIndex - mBaseIndex), (UINT)mBaseIndex, (UINT)mBaseVertex);
}
else
{
// Draw non-indexed geometry.
mDeviceContext->Draw((UINT)(mCurrentVertex - mBaseVertex), (UINT)mBaseVertex);
}
#endif
mCurrentTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
}
// Public constructor.
PrimitiveBatchBase::PrimitiveBatchBase(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize)
: pImpl(new Impl(deviceContext, maxIndices, maxVertices, vertexSize))
{
}
// Move constructor.
PrimitiveBatchBase::PrimitiveBatchBase(PrimitiveBatchBase&& moveFrom) DIRECTX_NOEXCEPT
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: pImpl(std::move(moveFrom.pImpl))
{
}
// Move assignment.
PrimitiveBatchBase& PrimitiveBatchBase::operator= (PrimitiveBatchBase&& moveFrom) DIRECTX_NOEXCEPT
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{
pImpl = std::move(moveFrom.pImpl);
return *this;
}
// Public destructor.
PrimitiveBatchBase::~PrimitiveBatchBase()
{
}
void PrimitiveBatchBase::Begin()
{
pImpl->Begin();
}
void PrimitiveBatchBase::End()
{
pImpl->End();
}
_Use_decl_annotations_
void PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, uint16_t const* indices, size_t indexCount, size_t vertexCount, void** pMappedVertices)
{
pImpl->Draw(topology, isIndexed, indices, indexCount, vertexCount, pMappedVertices);
}