зеркало из https://github.com/microsoft/DirectXTK.git
458 строки
13 KiB
C++
458 строки
13 KiB
C++
//--------------------------------------------------------------------------------------
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// File: PrimitiveBatch.cpp
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//
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// Copyright (c) Microsoft Corporation. All rights reserved.
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// Licensed under the MIT License.
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//
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// http://go.microsoft.com/fwlink/?LinkId=248929
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//--------------------------------------------------------------------------------------
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#include "pch.h"
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#include "PrimitiveBatch.h"
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#include "DirectXHelpers.h"
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#include "GraphicsMemory.h"
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#include "PlatformHelpers.h"
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using namespace DirectX;
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using namespace DirectX::Internal;
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using Microsoft::WRL::ComPtr;
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// Internal PrimitiveBatch implementation class.
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class PrimitiveBatchBase::Impl
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{
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public:
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Impl(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize);
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void Begin();
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void End();
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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);
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private:
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void FlushBatch();
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#if defined(_XBOX_ONE) && defined(_TITLE)
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ComPtr<ID3D11DeviceContextX> mDeviceContext;
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#else
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ComPtr<ID3D11DeviceContext> mDeviceContext;
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#endif
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ComPtr<ID3D11Buffer> mIndexBuffer;
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ComPtr<ID3D11Buffer> mVertexBuffer;
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size_t mMaxIndices;
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size_t mMaxVertices;
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size_t mVertexSize;
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D3D11_PRIMITIVE_TOPOLOGY mCurrentTopology;
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bool mInBeginEndPair;
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bool mCurrentlyIndexed;
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size_t mCurrentIndex;
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size_t mCurrentVertex;
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size_t mBaseIndex;
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size_t mBaseVertex;
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#if defined(_XBOX_ONE) && defined(_TITLE)
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void *grfxMemoryIB;
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void *grfxMemoryVB;
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#else
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D3D11_MAPPED_SUBRESOURCE mMappedIndices;
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D3D11_MAPPED_SUBRESOURCE mMappedVertices;
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#endif
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};
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namespace
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{
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// Helper for creating a D3D vertex or index buffer.
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#if defined(_XBOX_ONE) && defined(_TITLE)
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void CreateBuffer(_In_ ID3D11DeviceX* device, size_t bufferSize, D3D11_BIND_FLAG bindFlag, _Out_ ID3D11Buffer** pBuffer)
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{
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D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = static_cast<UINT>(bufferSize);
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desc.BindFlags = bindFlag;
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desc.Usage = D3D11_USAGE_DEFAULT;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ThrowIfFailed(
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device->CreatePlacementBuffer(&desc, nullptr, pBuffer)
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);
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SetDebugObjectName(*pBuffer, "DirectXTK:PrimitiveBatch");
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}
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#else
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void CreateBuffer(_In_ ID3D11Device* device, size_t bufferSize, D3D11_BIND_FLAG bindFlag, _Out_ ID3D11Buffer** pBuffer)
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{
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D3D11_BUFFER_DESC desc = {};
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desc.ByteWidth = static_cast<UINT>(bufferSize);
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desc.BindFlags = bindFlag;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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ThrowIfFailed(
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device->CreateBuffer(&desc, nullptr, pBuffer)
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);
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_Analysis_assume_(*pBuffer != 0);
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SetDebugObjectName(*pBuffer, "DirectXTK:PrimitiveBatch");
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}
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#endif
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}
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// Constructor.
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PrimitiveBatchBase::Impl::Impl(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize)
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: mMaxIndices(maxIndices),
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mMaxVertices(maxVertices),
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mVertexSize(vertexSize),
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mCurrentTopology(D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED),
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mInBeginEndPair(false),
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mCurrentlyIndexed(false),
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mCurrentIndex(0),
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mCurrentVertex(0),
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mBaseIndex(0),
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mBaseVertex(0),
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#if defined(_XBOX_ONE) && defined(_TITLE)
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grfxMemoryIB(nullptr),
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grfxMemoryVB(nullptr)
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#else
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mMappedIndices{},
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mMappedVertices{}
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#endif
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{
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ComPtr<ID3D11Device> device;
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deviceContext->GetDevice(&device);
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if (!maxVertices)
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throw std::exception("maxVertices must be greater than 0");
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if (vertexSize > D3D11_REQ_MULTI_ELEMENT_STRUCTURE_SIZE_IN_BYTES)
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throw std::exception("Vertex size is too large for DirectX 11");
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if ((uint64_t(maxIndices) * sizeof(uint16_t)) > uint64_t(D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u))
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throw std::exception("IB too large for DirectX 11");
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if ((uint64_t(maxVertices) * uint64_t(vertexSize)) > uint64_t(D3D11_REQ_RESOURCE_SIZE_IN_MEGABYTES_EXPRESSION_A_TERM * 1024u * 1024u))
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throw std::exception("VB too large for DirectX 11");
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#if defined(_XBOX_ONE) && defined(_TITLE)
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ThrowIfFailed(deviceContext->QueryInterface(IID_GRAPHICS_PPV_ARGS(mDeviceContext.GetAddressOf())));
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ComPtr<ID3D11DeviceX> deviceX;
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ThrowIfFailed(device.As(&deviceX));
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// If you only intend to draw non-indexed geometry, specify maxIndices = 0 to skip creating the index buffer.
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if (maxIndices > 0)
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{
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CreateBuffer(deviceX.Get(), maxIndices * sizeof(uint16_t), D3D11_BIND_INDEX_BUFFER, &mIndexBuffer);
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}
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// Create the vertex buffer.
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CreateBuffer(deviceX.Get(), maxVertices * vertexSize, D3D11_BIND_VERTEX_BUFFER, &mVertexBuffer);
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grfxMemoryIB = grfxMemoryVB = nullptr;
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#else
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mDeviceContext = deviceContext;
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// If you only intend to draw non-indexed geometry, specify maxIndices = 0 to skip creating the index buffer.
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if (maxIndices > 0)
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{
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CreateBuffer(device.Get(), maxIndices * sizeof(uint16_t), D3D11_BIND_INDEX_BUFFER, &mIndexBuffer);
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}
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// Create the vertex buffer.
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CreateBuffer(device.Get(), maxVertices * vertexSize, D3D11_BIND_VERTEX_BUFFER, &mVertexBuffer);
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#endif
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}
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// Begins a batch of primitive drawing operations.
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void PrimitiveBatchBase::Impl::Begin()
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{
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if (mInBeginEndPair)
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throw std::exception("Cannot nest Begin calls");
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#if defined(_XBOX_ONE) && defined(_TITLE)
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mDeviceContext->IASetIndexBuffer(nullptr, DXGI_FORMAT_UNKNOWN, 0);
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#else
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// Bind the index buffer.
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if (mMaxIndices > 0)
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{
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mDeviceContext->IASetIndexBuffer(mIndexBuffer.Get(), DXGI_FORMAT_R16_UINT, 0);
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}
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// Bind the vertex buffer.
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auto vertexBuffer = mVertexBuffer.Get();
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UINT vertexStride = static_cast<UINT>(mVertexSize);
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UINT vertexOffset = 0;
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mDeviceContext->IASetVertexBuffers(0, 1, &vertexBuffer, &vertexStride, &vertexOffset);
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#endif
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// If this is a deferred D3D context, reset position so the first Map calls will use D3D11_MAP_WRITE_DISCARD.
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if (mDeviceContext->GetType() == D3D11_DEVICE_CONTEXT_DEFERRED)
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{
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mCurrentIndex = 0;
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mCurrentVertex = 0;
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}
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mInBeginEndPair = true;
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}
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// Ends a batch of primitive drawing operations.
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void PrimitiveBatchBase::Impl::End()
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{
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if (!mInBeginEndPair)
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throw std::exception("Begin must be called before End");
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FlushBatch();
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mInBeginEndPair = false;
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}
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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?
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bool CanBatchPrimitives(D3D11_PRIMITIVE_TOPOLOGY topology)
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{
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switch (topology)
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{
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case D3D11_PRIMITIVE_TOPOLOGY_POINTLIST:
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case D3D11_PRIMITIVE_TOPOLOGY_LINELIST:
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case D3D11_PRIMITIVE_TOPOLOGY_TRIANGLELIST:
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// Lists can easily be merged.
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return true;
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default:
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// Strips cannot.
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return false;
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}
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// We could also merge indexed strips by inserting degenerates,
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// but that's not always a perf win, so let's keep things simple.
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}
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#if !defined(_XBOX_ONE) || !defined(_TITLE)
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// Helper for locking a vertex or index buffer.
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void LockBuffer(_In_ ID3D11DeviceContext* deviceContext, _In_ ID3D11Buffer* buffer, size_t currentPosition, _Out_ size_t* basePosition, _Out_ D3D11_MAPPED_SUBRESOURCE* mappedResource)
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{
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D3D11_MAP mapType = (currentPosition == 0) ? D3D11_MAP_WRITE_DISCARD : D3D11_MAP_WRITE_NO_OVERWRITE;
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ThrowIfFailed(
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deviceContext->Map(buffer, 0, mapType, 0, mappedResource)
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);
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*basePosition = currentPosition;
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}
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#endif
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}
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// Adds new geometry to the batch.
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_Use_decl_annotations_
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void PrimitiveBatchBase::Impl::Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, uint16_t const* indices, size_t indexCount, size_t vertexCount, void** pMappedVertices)
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{
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if (isIndexed && !indices)
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throw std::exception("Indices cannot be null");
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if (indexCount >= mMaxIndices)
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throw std::exception("Too many indices");
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if (vertexCount >= mMaxVertices)
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throw std::exception("Too many vertices");
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if (!mInBeginEndPair)
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throw std::exception("Begin must be called before Draw");
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// Can we merge this primitive in with an existing batch, or must we flush first?
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bool wrapIndexBuffer = (mCurrentIndex + indexCount > mMaxIndices);
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bool wrapVertexBuffer = (mCurrentVertex + vertexCount > mMaxVertices);
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if ((topology != mCurrentTopology) ||
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(isIndexed != mCurrentlyIndexed) ||
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!CanBatchPrimitives(topology) ||
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wrapIndexBuffer || wrapVertexBuffer)
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{
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FlushBatch();
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}
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#if defined(_XBOX_ONE) && defined(_TITLE)
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if (mCurrentTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
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{
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auto& grfxMem = GraphicsMemory::Get();
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if (isIndexed)
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{
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grfxMemoryIB = grfxMem.Allocate(mDeviceContext.Get(), mMaxIndices * sizeof(uint16_t), 64);
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}
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grfxMemoryVB = grfxMem.Allocate(mDeviceContext.Get(), mMaxVertices * mVertexSize, 64);
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mCurrentTopology = topology;
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mCurrentlyIndexed = isIndexed;
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mCurrentIndex = mCurrentVertex = 0;
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}
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// Copy over the index data.
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if (isIndexed)
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{
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assert(grfxMemoryIB != nullptr);
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auto outputIndices = reinterpret_cast<uint16_t*>(grfxMemoryIB) + mCurrentIndex;
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for (size_t i = 0; i < indexCount; i++)
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{
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outputIndices[i] = (uint16_t)(indices[i] + mCurrentVertex);
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}
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mCurrentIndex += indexCount;
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}
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// Return the output vertex data location.
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assert(grfxMemoryVB != nullptr);
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*pMappedVertices = reinterpret_cast<uint8_t*>(grfxMemoryVB) + (mCurrentVertex * mVertexSize);
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mCurrentVertex += vertexCount;
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#else
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if (wrapIndexBuffer)
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mCurrentIndex = 0;
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if (wrapVertexBuffer)
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mCurrentVertex = 0;
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// If we are not already in a batch, lock the buffers.
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if (mCurrentTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
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{
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if (isIndexed)
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{
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LockBuffer(mDeviceContext.Get(), mIndexBuffer.Get(), mCurrentIndex, &mBaseIndex, &mMappedIndices);
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}
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LockBuffer(mDeviceContext.Get(), mVertexBuffer.Get(), mCurrentVertex, &mBaseVertex, &mMappedVertices);
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mCurrentTopology = topology;
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mCurrentlyIndexed = isIndexed;
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}
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// Copy over the index data.
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if (isIndexed)
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{
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auto outputIndices = static_cast<uint16_t*>(mMappedIndices.pData) + mCurrentIndex;
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for (size_t i = 0; i < indexCount; i++)
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{
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outputIndices[i] = static_cast<uint16_t>(indices[i] + mCurrentVertex - mBaseVertex);
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}
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mCurrentIndex += indexCount;
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}
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// Return the output vertex data location.
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*pMappedVertices = static_cast<uint8_t*>(mMappedVertices.pData) + (mCurrentVertex * mVertexSize);
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mCurrentVertex += vertexCount;
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#endif
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}
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// Sends queued primitives to the graphics device.
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void PrimitiveBatchBase::Impl::FlushBatch()
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{
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// Early out if there is nothing to flush.
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if (mCurrentTopology == D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED)
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return;
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mDeviceContext->IASetPrimitiveTopology(mCurrentTopology);
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#if defined(_XBOX_ONE) && defined(_TITLE)
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if (mCurrentlyIndexed)
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{
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// Draw indexed geometry.
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mDeviceContext->IASetPlacementIndexBuffer(mIndexBuffer.Get(), grfxMemoryIB, DXGI_FORMAT_R16_UINT);
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mDeviceContext->IASetPlacementVertexBuffer(0, mVertexBuffer.Get(), grfxMemoryVB, (UINT)mVertexSize);
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mDeviceContext->DrawIndexed((UINT)mCurrentIndex, 0, 0);
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}
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else
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{
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// Draw non-indexed geometry.
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mDeviceContext->IASetPlacementVertexBuffer(0, mVertexBuffer.Get(), grfxMemoryVB, (UINT)mVertexSize);
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mDeviceContext->Draw((UINT)mCurrentVertex, 0);
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}
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grfxMemoryIB = grfxMemoryVB = nullptr;
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#else
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mDeviceContext->Unmap(mVertexBuffer.Get(), 0);
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if (mCurrentlyIndexed)
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{
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// Draw indexed geometry.
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mDeviceContext->Unmap(mIndexBuffer.Get(), 0);
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mDeviceContext->DrawIndexed(static_cast<UINT>(mCurrentIndex - mBaseIndex), static_cast<UINT>(mBaseIndex), static_cast<UINT>(mBaseVertex));
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}
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else
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{
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// Draw non-indexed geometry.
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mDeviceContext->Draw(static_cast<UINT>(mCurrentVertex - mBaseVertex), static_cast<UINT>(mBaseVertex));
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}
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#endif
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mCurrentTopology = D3D11_PRIMITIVE_TOPOLOGY_UNDEFINED;
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}
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// Public constructor.
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PrimitiveBatchBase::PrimitiveBatchBase(_In_ ID3D11DeviceContext* deviceContext, size_t maxIndices, size_t maxVertices, size_t vertexSize)
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: pImpl(std::make_unique<Impl>(deviceContext, maxIndices, maxVertices, vertexSize))
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{
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}
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// Move constructor.
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PrimitiveBatchBase::PrimitiveBatchBase(PrimitiveBatchBase&& moveFrom) noexcept
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: pImpl(std::move(moveFrom.pImpl))
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{
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}
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// Move assignment.
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PrimitiveBatchBase& PrimitiveBatchBase::operator= (PrimitiveBatchBase&& moveFrom) noexcept
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{
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pImpl = std::move(moveFrom.pImpl);
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return *this;
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}
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// Public destructor.
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PrimitiveBatchBase::~PrimitiveBatchBase()
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{
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}
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void PrimitiveBatchBase::Begin()
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{
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pImpl->Begin();
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}
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void PrimitiveBatchBase::End()
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{
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pImpl->End();
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}
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_Use_decl_annotations_
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void PrimitiveBatchBase::Draw(D3D11_PRIMITIVE_TOPOLOGY topology, bool isIndexed, uint16_t const* indices, size_t indexCount, size_t vertexCount, void** pMappedVertices)
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{
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pImpl->Draw(topology, isIndexed, indices, indexCount, vertexCount, pMappedVertices);
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}
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