Torque3D/Engine/source/gfx/D3D9/gfxD3D9PrimitiveBuffer.cpp
James Urquhart 3496c549b5 Hardware Skinning Support
- Supports GL, D3D9 & D3D11
- Extends vertex formats & shadergen to support blend indices and weights
- Adds basic support for using 4x3 matrices for shader constants
- Supports software fallback
2016-08-21 01:43:30 +01:00

116 lines
3.8 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.
//-----------------------------------------------------------------------------
#include "gfx/D3D9/gfxD3D9Device.h"
#include "gfx/D3D9/gfxD3D9EnumTranslate.h"
#include "gfx/D3D9/gfxD3D9PrimitiveBuffer.h"
#include "core/util/safeRelease.h"
void GFXD3D9PrimitiveBuffer::prepare()
{
static_cast<GFXD3D9Device *>( mDevice )->_setPrimitiveBuffer(this);
}
void GFXD3D9PrimitiveBuffer::unlock()
{
#ifdef TORQUE_DEBUG
if ( mDebugGuardBuffer )
{
const U32 guardSize = sizeof( _PBGuardString );
// First check the guard areas for overwrites.
AssertFatal( dMemcmp( mDebugGuardBuffer, _PBGuardString, guardSize ) == 0,
"GFXD3D9PrimitiveBuffer::unlock - Caught lock memory underrun!" );
AssertFatal( dMemcmp( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize ) == 0,
"GFXD3D9PrimitiveBuffer::unlock - Caught lock memory overrun!" );
// Copy the debug content down to the real PB.
dMemcpy( mLockedBuffer, mDebugGuardBuffer + guardSize, mLockedSize );
// Cleanup.
delete [] mDebugGuardBuffer;
mDebugGuardBuffer = NULL;
mLockedBuffer = NULL;
mLockedSize = 0;
}
#endif // TORQUE_DEBUG
ib->Unlock();
mLocked = false;
mIsFirstLock = false;
mVolatileBuffer = NULL;
}
GFXD3D9PrimitiveBuffer::~GFXD3D9PrimitiveBuffer()
{
if( mBufferType != GFXBufferTypeVolatile )
{
#if defined(TORQUE_OS_XENON)
if(ib->IsSet(reinterpret_cast<GFXD3D9Device *>(mDevice)->mD3DDevice))
{
reinterpret_cast<GFXD3D9Device *>(mDevice)->mD3DDevice->SetIndices(NULL);
}
#endif
SAFE_RELEASE( ib );
}
}
void GFXD3D9PrimitiveBuffer::zombify()
{
if(mBufferType == GFXBufferTypeStatic)
return;
AssertFatal(!mLocked, "GFXD3D9PrimitiveBuffer::zombify - Cannot zombify a locked buffer!");
if (mBufferType == GFXBufferTypeVolatile)
{
// We must null the volatile buffer else we're holding
// a dead pointer which can be set on the device.
ib = NULL;
return;
}
// Dynamic buffers get released.
SAFE_RELEASE(ib);
}
void GFXD3D9PrimitiveBuffer::resurrect()
{
if ( mBufferType != GFXBufferTypeDynamic )
return;
U32 usage = D3DUSAGE_WRITEONLY;
#ifndef TORQUE_OS_XENON
usage |= D3DUSAGE_DYNAMIC;
#endif
D3DPOOL pool = D3DPOOL_DEFAULT;
D3D9Assert(static_cast<GFXD3D9Device*>(mDevice)->mD3DDevice->CreateIndexBuffer( sizeof(U16) * mIndexCount ,
usage , GFXD3D9IndexFormat[GFXIndexFormat16], pool, &ib, 0),
"GFXD3D9PrimitiveBuffer::resurrect - Failed to allocate an index buffer.");
}