Torque3D/Engine/source/gfx/D3D9/pc/gfxD3D9PrimitiveBuffer.pc.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

97 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/gfxD3D9PrimitiveBuffer.h"
#include "core/util/safeRelease.h"
void GFXD3D9PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
{
AssertFatal(!mLocked, "GFXD3D9PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
mLocked = true;
U32 flags=0;
switch(mBufferType)
{
case GFXBufferTypeImmutable:
case GFXBufferTypeStatic:
// flags |= D3DLOCK_DISCARD;
break;
case GFXBufferTypeDynamic:
// Always discard the content within a locked region.
flags |= D3DLOCK_DISCARD;
break;
case GFXBufferTypeVolatile:
// Get our range now...
AssertFatal(indexStart == 0, "Cannot get a subrange on a volatile buffer.");
AssertFatal(indexEnd < MAX_DYNAMIC_INDICES, "Cannot get more than MAX_DYNAMIC_INDICES in a volatile buffer. Up the constant!");
// Get the primtive buffer
mVolatileBuffer = ((GFXD3D9Device*)mDevice)->mDynamicPB;
AssertFatal( mVolatileBuffer, "GFXD3D9PrimitiveBuffer::lock - No dynamic primitive buffer was available!");
// We created the pool when we requested this volatile buffer, so assume it exists...
if( mVolatileBuffer->mIndexCount + indexEnd > MAX_DYNAMIC_INDICES )
{
flags |= D3DLOCK_DISCARD;
mVolatileStart = indexStart = 0;
indexEnd = indexEnd;
}
else
{
flags |= D3DLOCK_NOOVERWRITE;
mVolatileStart = indexStart = mVolatileBuffer->mIndexCount;
indexEnd += mVolatileBuffer->mIndexCount;
}
mVolatileBuffer->mIndexCount = indexEnd + 1;
ib = mVolatileBuffer->ib;
break;
}
D3D9Assert( ib->Lock(indexStart * sizeof(U16), (indexEnd - indexStart) * sizeof(U16), indexPtr, flags),
"GFXD3D9PrimitiveBuffer::lock - Could not lock primitive buffer.");
#ifdef TORQUE_DEBUG
// Allocate a debug buffer large enough for the lock
// plus space for over and under run guard strings.
mLockedSize = (indexEnd - indexStart) * sizeof(U16);
const U32 guardSize = sizeof( _PBGuardString );
mDebugGuardBuffer = new U8[mLockedSize+(guardSize*2)];
// Setup the guard strings.
dMemcpy( mDebugGuardBuffer, _PBGuardString, guardSize );
dMemcpy( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize );
// Store the real lock pointer and return our debug pointer.
mLockedBuffer = *indexPtr;
*indexPtr = (U16*)( mDebugGuardBuffer + guardSize );
#endif // TORQUE_DEBUG
}