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dxvk/src/d3d11/d3d11_buffer.cpp

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#include "d3d11_buffer.h"
#include "d3d11_context.h"
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#include "d3d11_device.h"
#include "../dxvk/dxvk_data.h"
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namespace dxvk {
D3D11Buffer::D3D11Buffer(
D3D11Device* device,
IDXGIBufferResourcePrivate* resource,
const D3D11_BUFFER_DESC& desc)
: m_device (device),
m_resource(resource),
m_desc (desc) {
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}
D3D11Buffer::~D3D11Buffer() {
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}
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HRESULT STDMETHODCALLTYPE D3D11Buffer::QueryInterface(REFIID riid, void** ppvObject) {
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COM_QUERY_IFACE(riid, ppvObject, IUnknown);
COM_QUERY_IFACE(riid, ppvObject, ID3D11DeviceChild);
COM_QUERY_IFACE(riid, ppvObject, ID3D11Resource);
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COM_QUERY_IFACE(riid, ppvObject, ID3D11Buffer);
if (riid == __uuidof(IDXGIResource)
|| riid == __uuidof(IDXGIBufferResourcePrivate))
return m_resource->QueryInterface(riid, ppvObject);
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Logger::warn("D3D11Buffer::QueryInterface: Unknown interface query");
return E_NOINTERFACE;
}
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void STDMETHODCALLTYPE D3D11Buffer::GetDevice(ID3D11Device** ppDevice) {
*ppDevice = m_device.ref();
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}
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UINT STDMETHODCALLTYPE D3D11Buffer::GetEvictionPriority() {
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UINT EvictionPriority = DXGI_RESOURCE_PRIORITY_NORMAL;
m_resource->GetEvictionPriority(&EvictionPriority);
return EvictionPriority;
}
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void STDMETHODCALLTYPE D3D11Buffer::SetEvictionPriority(UINT EvictionPriority) {
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m_resource->SetEvictionPriority(EvictionPriority);
}
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void STDMETHODCALLTYPE D3D11Buffer::GetType(D3D11_RESOURCE_DIMENSION* pResourceDimension) {
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*pResourceDimension = D3D11_RESOURCE_DIMENSION_BUFFER;
}
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void STDMETHODCALLTYPE D3D11Buffer::GetDesc(D3D11_BUFFER_DESC* pDesc) {
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*pDesc = m_desc;
}
HRESULT D3D11Buffer::Map(
D3D11DeviceContext* pContext,
D3D11_MAP MapType,
UINT MapFlags,
D3D11_MAPPED_SUBRESOURCE* pMappedSubresource) {
const Rc<DxvkBuffer> buffer = GetDXVKBuffer();
if (buffer->mapPtr(0) == nullptr) {
Logger::err("D3D11: Cannot map a device-local buffer");
return E_FAIL;
}
if (pMappedSubresource == nullptr)
return S_OK;
if (!buffer->isInUse()) {
// Simple case: The buffer is currently not being
// used by the device, we can return the pointer.
pMappedSubresource->pData = buffer->mapPtr(0);
pMappedSubresource->RowPitch = buffer->info().size;
pMappedSubresource->DepthPitch = buffer->info().size;
return S_OK;
} else {
// Don't wait if the application tells us not to
if (MapFlags & D3D11_MAP_FLAG_DO_NOT_WAIT)
return DXGI_ERROR_WAS_STILL_DRAWING;
// TODO optimize this. In order to properly cover common use cases
// like frequent constant buffer updates, we must implement buffer
// renaming techniques. The current approach is inefficient as it
// leads to a lot of Flush() and Synchronize() calls.
//
// Possible solution:
// (1) Create buffers with a significantly larger size if they
// can be mapped by the host for writing. If mapping the
// buffer would stall on D3D11_MAP_WRITE_DISCARD, map the
// next slice. on D3D11_MAP_WRITE_NO_OVERWRITE, return the
// current slice. If the buffer is bound, update bindings.
// (2) If no more slices are available, create a new buffer.
// Limit the number of buffers to a small, fixed number.
// (3) If no more buffers are available, flush and synchronize.
// (4) When renaming the buffer internally, all active bindings
// need to be updated internally as well.
//
// In order to support deferred contexts, the immediate context
// must commit all changes to the initial buffer slice prior to
// executing a command list. When mapping on deferred contexts,
// the deferred context shall create local buffer objects.
pContext->Flush();
pContext->Synchronize();
pMappedSubresource->pData = buffer->mapPtr(0);
pMappedSubresource->RowPitch = buffer->info().size;
pMappedSubresource->DepthPitch = buffer->info().size;
return S_OK;
}
}
void D3D11Buffer::Unmap(
D3D11DeviceContext* pContext) {
// Nothing to see here, folks
}
Rc<DxvkBuffer> D3D11Buffer::GetDXVKBuffer() {
return m_resource->GetDXVKBuffer();
}
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}