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Direct3D11 GFX device.
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Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.cpp
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Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.cpp
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//-----------------------------------------------------------------------------
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// Copyright (c) 2015 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "gfx/D3D11/gfxD3D11EnumTranslate.h"
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#include "gfx/D3D11/gfxD3D11PrimitiveBuffer.h"
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#include "core/util/safeRelease.h"
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void GFXD3D11PrimitiveBuffer::prepare()
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{
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D3D11->_setPrimitiveBuffer(this);
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}
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void GFXD3D11PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
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{
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AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
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mLocked = true;
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D3D11_MAP flags = D3D11_MAP_WRITE_DISCARD;
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switch(mBufferType)
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{
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case GFXBufferTypeImmutable:
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case GFXBufferTypeStatic:
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case GFXBufferTypeDynamic:
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flags = D3D11_MAP_WRITE_DISCARD;
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break;
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case GFXBufferTypeVolatile:
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// Get our range now...
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AssertFatal(indexStart == 0, "Cannot get a subrange on a volatile buffer.");
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AssertFatal(indexEnd < MAX_DYNAMIC_INDICES, "Cannot get more than MAX_DYNAMIC_INDICES in a volatile buffer. Up the constant!");
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// Get the primtive buffer
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mVolatileBuffer = D3D11->mDynamicPB;
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AssertFatal( mVolatileBuffer, "GFXD3D11PrimitiveBuffer::lock - No dynamic primitive buffer was available!");
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// We created the pool when we requested this volatile buffer, so assume it exists...
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if(mVolatileBuffer->mIndexCount + indexEnd > MAX_DYNAMIC_INDICES)
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{
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flags = D3D11_MAP_WRITE_DISCARD;
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mVolatileStart = indexStart = 0;
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indexEnd = indexEnd;
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}
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else
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{
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flags = D3D11_MAP_WRITE_NO_OVERWRITE;
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mVolatileStart = indexStart = mVolatileBuffer->mIndexCount;
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indexEnd += mVolatileBuffer->mIndexCount;
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}
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mVolatileBuffer->mIndexCount = indexEnd + 1;
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ib = mVolatileBuffer->ib;
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break;
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}
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mIndexStart = indexStart;
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mIndexEnd = indexEnd;
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if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
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{
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U32 sizeToLock = (indexEnd - indexStart) * sizeof(U16);
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*indexPtr = new U8[sizeToLock];
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mLockedBuffer = *indexPtr;
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}
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else
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{
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D3D11_MAPPED_SUBRESOURCE pIndexData;
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ZeroMemory(&pIndexData, sizeof(D3D11_MAPPED_SUBRESOURCE));
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HRESULT hr = D3D11DEVICECONTEXT->Map(ib, 0, flags, 0, &pIndexData);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11PrimitiveBuffer::lock - Could not lock primitive buffer.");
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}
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*indexPtr = (U8*)pIndexData.pData + (indexStart * sizeof(U16)) ;
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}
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#ifdef TORQUE_DEBUG
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// Allocate a debug buffer large enough for the lock
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// plus space for over and under run guard strings.
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mLockedSize = (indexEnd - indexStart) * sizeof(U16);
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const U32 guardSize = sizeof( _PBGuardString );
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mDebugGuardBuffer = new U8[mLockedSize+(guardSize*2)];
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// Setup the guard strings.
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dMemcpy( mDebugGuardBuffer, _PBGuardString, guardSize );
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dMemcpy( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize );
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// Store the real lock pointer and return our debug pointer.
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mLockedBuffer = *indexPtr;
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*indexPtr = (U16*)( mDebugGuardBuffer + guardSize );
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#endif // TORQUE_DEBUG
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}
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void GFXD3D11PrimitiveBuffer::unlock()
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{
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#ifdef TORQUE_DEBUG
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if ( mDebugGuardBuffer )
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{
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const U32 guardSize = sizeof( _PBGuardString );
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// First check the guard areas for overwrites.
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AssertFatal( dMemcmp( mDebugGuardBuffer, _PBGuardString, guardSize ) == 0,
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"GFXD3D11PrimitiveBuffer::unlock - Caught lock memory underrun!" );
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AssertFatal( dMemcmp( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize ) == 0,
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"GFXD3D11PrimitiveBuffer::unlock - Caught lock memory overrun!" );
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// Copy the debug content down to the real PB.
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dMemcpy( mLockedBuffer, mDebugGuardBuffer + guardSize, mLockedSize );
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// Cleanup.
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delete [] mDebugGuardBuffer;
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mDebugGuardBuffer = NULL;
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//mLockedBuffer = NULL;
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mLockedSize = 0;
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}
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#endif // TORQUE_DEBUG
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const U32 totalSize = this->mIndexCount * sizeof(U16);
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if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
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{
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//set up the update region of the buffer
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D3D11_BOX box;
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box.back = 1;
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box.front = 0;
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box.top = 0;
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box.bottom =1;
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box.left = mIndexStart *sizeof(U16);
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box.right = mIndexEnd * sizeof(U16);
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//update the real ib buffer
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D3D11DEVICECONTEXT->UpdateSubresource(ib, 0, &box,mLockedBuffer,totalSize, 0);
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//clean up the old buffer
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delete[] mLockedBuffer;
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mLockedBuffer = NULL;
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}
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else
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{
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D3D11DEVICECONTEXT->Unmap(ib,0);
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}
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mLocked = false;
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mIsFirstLock = false;
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mVolatileBuffer = NULL;
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}
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GFXD3D11PrimitiveBuffer::~GFXD3D11PrimitiveBuffer()
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{
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if( mBufferType != GFXBufferTypeVolatile )
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{
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SAFE_RELEASE(ib);
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}
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}
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void GFXD3D11PrimitiveBuffer::zombify()
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{
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if (mBufferType == GFXBufferTypeStatic || mBufferType == GFXBufferTypeImmutable)
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return;
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AssertFatal(!mLocked, "GFXD3D11PrimitiveBuffer::zombify - Cannot zombify a locked buffer!");
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if (mBufferType == GFXBufferTypeVolatile)
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{
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// We must null the volatile buffer else we're holding
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// a dead pointer which can be set on the device.
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ib = NULL;
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return;
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}
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// Dynamic buffers get released.
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SAFE_RELEASE(ib);
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}
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void GFXD3D11PrimitiveBuffer::resurrect()
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{
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if ( mBufferType != GFXBufferTypeDynamic )
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return;
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = sizeof(U16) * mIndexCount;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_INDEX_BUFFER;
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desc.CPUAccessFlags = D3D11_CPU_ACCESS_WRITE;
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desc.MiscFlags = 0;
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desc.StructureByteStride = 0;
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HRESULT hr = D3D11DEVICE->CreateBuffer(&desc, NULL, &ib);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11PrimitiveBuffer::resurrect - Failed to allocate an index buffer.");
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}
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}
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