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- #include "DX11Buffer.h"
- #include "Logging.h"
- #ifdef WIN32
- # include <d3d11.h>
- # include <d3d12.h>
- # include "d3dx12.h"
- // Contents of the DX11Buffer class
- // Constructor
- // eSize: The length of an element in bytes
- Framework::DX11Buffer::DX11Buffer(int eSize,
- ID3D11Device* device,
- ID3D11DeviceContext* context,
- int bindFlags,
- Critical& deviceLock)
- : DXBuffer(eSize),
- deviceLock(deviceLock)
- {
- buffer = 0;
- description = new D3D11_BUFFER_DESC();
- memset(description, 0, sizeof(description));
- description->Usage = D3D11_USAGE_DYNAMIC;
- description->CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
- description->BindFlags = bindFlags;
- this->device = device;
- this->context = context;
- }
- // Destructor
- Framework::DX11Buffer::~DX11Buffer()
- {
- if (buffer) buffer->Release();
- delete description;
- }
- // Copies the data into the buffer if it has changed
- // zRObj: The object used to communicate with the graphics card
- void Framework::DX11Buffer::copyToGPU(int byteCount)
- {
- if (!len) return;
- if (byteCount < 0) byteCount = len;
- if (description->ByteWidth < (unsigned)len)
- {
- if (buffer) buffer->Release();
- buffer = 0;
- }
- if (!buffer)
- {
- description->ByteWidth = len;
- deviceLock.lock();
- device->CreateBuffer(description, 0, &buffer);
- deviceLock.unlock();
- if (data) changed = 1;
- }
- if (changed)
- {
- HRESULT res;
- D3D11_MAPPED_SUBRESOURCE map;
- deviceLock.lock();
- if ((description->Usage | D3D11_USAGE_DYNAMIC) == description->Usage)
- res = context->Map(
- buffer, 0, D3D11_MAP::D3D11_MAP_WRITE_DISCARD, 0, &map);
- else
- res = context->Map(buffer, 0, D3D11_MAP::D3D11_MAP_WRITE, 0, &map);
- deviceLock.unlock();
- if (res == S_OK)
- {
- memcpy(map.pData, data, byteCount);
- deviceLock.lock();
- context->Unmap(buffer, 0);
- deviceLock.unlock();
- changed = 0;
- }
- else
- {
- Logging::error()
- << "Could not update buffer: " << std::hex << res << std::endl;
- }
- }
- }
- // Returns the buffer
- ID3D11Buffer* Framework::DX11Buffer::zBuffer() const
- {
- return buffer;
- }
- // Contents of the DXStructuredBuffer class
- // Constructor
- // eSize: The length of an element in bytes
- Framework::DX11StructuredBuffer::DX11StructuredBuffer(int eSize,
- ID3D11Device* device,
- ID3D11DeviceContext* context,
- Critical& deviceLock)
- : DX11Buffer(eSize,
- device,
- context,
- D3D11_BIND_UNORDERED_ACCESS | D3D11_BIND_SHADER_RESOURCE,
- deviceLock)
- {
- description->MiscFlags = D3D11_RESOURCE_MISC_BUFFER_STRUCTURED;
- description->StructureByteStride = eSize;
- description->Usage = D3D11_USAGE_DEFAULT;
- view = 0;
- }
- // Destructor
- Framework::DX11StructuredBuffer::~DX11StructuredBuffer()
- {
- if (view) view->Release();
- }
- // Copies the data into the buffer if it has changed
- // zRObj: The object used to communicate with the graphics card
- void Framework::DX11StructuredBuffer::copyToGPU(int byteCount)
- {
- ID3D11Buffer* old = buffer;
- DX11Buffer::copyToGPU(byteCount);
- if (buffer != old)
- {
- if (view) view->Release();
- D3D11_SHADER_RESOURCE_VIEW_DESC desc = {};
- desc.ViewDimension = D3D11_SRV_DIMENSION_BUFFEREX;
- desc.BufferEx.FirstElement = 0;
- desc.Format = DXGI_FORMAT_UNKNOWN;
- desc.BufferEx.NumElements
- = description->ByteWidth / description->StructureByteStride;
- deviceLock.lock();
- device->CreateShaderResourceView(buffer, &desc, &view);
- deviceLock.unlock();
- }
- }
- // Returns the used shader resource view
- Framework::DX11StructuredBuffer::operator ID3D11ShaderResourceView*() const
- {
- return view;
- }
- #endif
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