Torque3D/Engine/source/gfx/D3D9/gfxD3D9VertexBuffer.h
2012-09-19 11:15:01 -04:00

136 lines
4.2 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _GFXD3D_VERTEXBUFFER_H_
#define _GFXD3D_VERTEXBUFFER_H_
#ifndef _GFXD3D9DEVICE_H_
#include "gfx/D3D9/gfxD3D9Device.h"
#endif
#ifndef _SAFEDELETE_H_
#include "core/util/safeDelete.h"
#endif
//*****************************************************************************
// GFXD3D9VertexBuffer
//*****************************************************************************
class GFXD3D9VertexBuffer : public GFXVertexBuffer
{
public:
IDirect3DVertexBuffer9 *vb;
StrongRefPtr<GFXD3D9VertexBuffer> mVolatileBuffer;
#ifdef TORQUE_DEBUG
#define _VBGuardString "GFX_VERTEX_BUFFER_GUARD_STRING"
U8 *mDebugGuardBuffer;
void *mLockedBuffer;
#endif TORQUE_DEBUG
bool mIsFirstLock;
bool mClearAtFrameEnd;
GFXD3D9VertexBuffer();
GFXD3D9VertexBuffer( GFXDevice *device,
U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType );
virtual ~GFXD3D9VertexBuffer();
void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr);
void unlock();
void prepare() {}
#ifdef TORQUE_DEBUG
char *name;
/// In debug compile, the verts will be chained together and the device
/// will examine the chain when it's destructor is called, this will
/// allow developers to see which vertex buffers are not destroyed
GFXD3D9VertexBuffer *next;
#endif
void setName( const char *n );
// GFXResource interface
virtual void zombify();
virtual void resurrect();
};
//-----------------------------------------------------------------------------
// This is for debugging vertex buffers and trying to track down which vbs
// aren't getting free'd
inline GFXD3D9VertexBuffer::GFXD3D9VertexBuffer()
: GFXVertexBuffer(0,0,0,0,(GFXBufferType)0)
{
#ifdef TORQUE_DEBUG
name = NULL;
#endif
vb = NULL;
mIsFirstLock = true;
lockedVertexEnd = lockedVertexStart = 0;
mClearAtFrameEnd = false;
#ifdef TORQUE_DEBUG
mDebugGuardBuffer = NULL;
mLockedBuffer = NULL;
#endif
}
inline GFXD3D9VertexBuffer::GFXD3D9VertexBuffer( GFXDevice *device,
U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType )
: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType )
{
#ifdef TORQUE_DEBUG
name = NULL;
#endif
vb = NULL;
mIsFirstLock = true;
mClearAtFrameEnd = false;
lockedVertexEnd = lockedVertexStart = 0;
#ifdef TORQUE_DEBUG
mDebugGuardBuffer = NULL;
mLockedBuffer = NULL;
#endif
}
#ifdef TORQUE_DEBUG
inline void GFXD3D9VertexBuffer::setName( const char *n )
{
SAFE_DELETE( name );
name = new char[dStrlen( n )];
dStrcpy( name, n );
}
#else
inline void GFXD3D9VertexBuffer::setName( const char *n ) { }
#endif // !TORQUE_DEBUG
#endif // _GFXD3D_VERTEXBUFFER_H_