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Direct3D11 GFX device.
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233
Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.cpp
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233
Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.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 "platform/platform.h"
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#include "gfx/D3D11/gfxD3D11VertexBuffer.h"
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#include "console/console.h"
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GFXD3D11VertexBuffer::~GFXD3D11VertexBuffer()
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{
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if(getOwningDevice() != NULL)
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{
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if(mBufferType != GFXBufferTypeVolatile)
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{
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SAFE_RELEASE(vb);
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}
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}
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}
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void GFXD3D11VertexBuffer::lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr)
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{
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PROFILE_SCOPE(GFXD3D11VertexBuffer_lock);
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AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "Cannot lock a buffer more than once!");
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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 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 or create the volatile buffer...
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mVolatileBuffer = D3D11->findVBPool( &mVertexFormat, vertexEnd );
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if( !mVolatileBuffer )
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mVolatileBuffer = D3D11->createVBPool( &mVertexFormat, mVertexSize );
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vb = mVolatileBuffer->vb;
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// Get our range now...
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AssertFatal(vertexStart == 0, "Cannot get a subrange on a volatile buffer.");
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AssertFatal(vertexEnd <= MAX_DYNAMIC_VERTS, "Cannot get more than MAX_DYNAMIC_VERTS in a volatile buffer. Up the constant!");
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AssertFatal(mVolatileBuffer->lockedVertexStart == 0 && mVolatileBuffer->lockedVertexEnd == 0, "Got more than one lock on the volatile pool.");
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// We created the pool when we requested this volatile buffer, so assume it exists...
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if( mVolatileBuffer->mNumVerts + vertexEnd > MAX_DYNAMIC_VERTS )
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{
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flags = D3D11_MAP_WRITE_DISCARD;
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mVolatileStart = vertexStart = 0;
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vertexEnd = vertexEnd;
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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 = vertexStart = mVolatileBuffer->mNumVerts;
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vertexEnd += mVolatileBuffer->mNumVerts;
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}
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mVolatileBuffer->mNumVerts = vertexEnd+1;
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mVolatileBuffer->lockedVertexStart = vertexStart;
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mVolatileBuffer->lockedVertexEnd = vertexEnd;
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break;
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}
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lockedVertexStart = vertexStart;
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lockedVertexEnd = vertexEnd;
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// uncomment it for debugging purpose. called many times per frame... spammy!
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//Con::printf("%x: Locking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
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U32 sizeToLock = (vertexEnd - vertexStart) * mVertexSize;
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if(mBufferType == GFXBufferTypeStatic)
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{
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*vertexPtr = new U8[sizeToLock];
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mLockedBuffer = *vertexPtr;
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}
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else
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{
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D3D11_MAPPED_SUBRESOURCE pVertexData;
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ZeroMemory(&pVertexData, sizeof(D3D11_MAPPED_SUBRESOURCE));
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HRESULT hr = D3D11DEVICECONTEXT->Map(vb, 0, flags, 0, &pVertexData);
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if(FAILED(hr))
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{
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AssertFatal(false, "Unable to lock vertex buffer.");
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}
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*vertexPtr = (U8*)pVertexData.pData + (vertexStart * mVertexSize);
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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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const U32 guardSize = sizeof( _VBGuardString );
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mDebugGuardBuffer = new U8[sizeToLock+(guardSize*2)];
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// Setup the guard strings.
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dMemcpy( mDebugGuardBuffer, _VBGuardString, guardSize );
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dMemcpy( mDebugGuardBuffer + sizeToLock + guardSize, _VBGuardString, guardSize );
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// Store the real lock pointer and return our debug pointer.
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mLockedBuffer = *vertexPtr;
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*vertexPtr = mDebugGuardBuffer + guardSize;
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#endif // TORQUE_DEBUG
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}
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void GFXD3D11VertexBuffer::unlock()
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{
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PROFILE_SCOPE(GFXD3D11VertexBuffer_unlock);
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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( _VBGuardString );
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const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
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// First check the guard areas for overwrites.
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AssertFatal(dMemcmp( mDebugGuardBuffer, _VBGuardString, guardSize) == 0,
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"GFXD3D11VertexBuffer::unlock - Caught lock memory underrun!" );
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AssertFatal(dMemcmp( mDebugGuardBuffer + sizeLocked + guardSize, _VBGuardString, guardSize) == 0,
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"GFXD3D11VertexBuffer::unlock - Caught lock memory overrun!" );
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// Copy the debug content down to the real VB.
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dMemcpy(mLockedBuffer, mDebugGuardBuffer + guardSize, sizeLocked);
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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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}
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#endif // TORQUE_DEBUG
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if(mBufferType == GFXBufferTypeStatic)
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{
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const U32 sizeLocked = (lockedVertexEnd - lockedVertexStart) * mVertexSize;
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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 = lockedVertexStart * mVertexSize;
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box.right = lockedVertexEnd * mVertexSize;
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//update the real vb buffer
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D3D11DEVICECONTEXT->UpdateSubresource(vb, 0, &box,mLockedBuffer,sizeLocked, 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(vb,0);
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}
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mIsFirstLock = false;
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//uncomment it for debugging purpose. called many times per frame... spammy!
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//Con::printf("%x: Unlocking %s range (%d, %d)", this, (mBufferType == GFXBufferTypeVolatile ? "volatile" : "static"), lockedVertexStart, lockedVertexEnd);
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lockedVertexEnd = lockedVertexStart = 0;
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if(mVolatileBuffer.isValid())
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{
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mVolatileBuffer->lockedVertexStart = 0;
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mVolatileBuffer->lockedVertexEnd = 0;
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mVolatileBuffer = NULL;
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}
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}
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void GFXD3D11VertexBuffer::zombify()
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{
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AssertFatal(lockedVertexStart == 0 && lockedVertexEnd == 0, "GFXD3D11VertexBuffer::zombify - Cannot zombify a locked buffer!");
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// Static buffers are managed by D3D11 so we don't deal with them.
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if(mBufferType == GFXBufferTypeDynamic)
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{
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SAFE_RELEASE(vb);
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}
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}
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void GFXD3D11VertexBuffer::resurrect()
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{
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// Static buffers are managed by D3D11 so we don't deal with them.
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if(mBufferType == GFXBufferTypeDynamic)
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{
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D3D11_BUFFER_DESC desc;
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desc.ByteWidth = mVertexSize * mNumVerts;
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desc.Usage = D3D11_USAGE_DYNAMIC;
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desc.BindFlags = D3D11_BIND_VERTEX_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, &vb);
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if(FAILED(hr))
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{
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AssertFatal(false, "GFXD3D11VertexBuffer::resurrect - Failed to allocate VB");
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}
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}
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}
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