mirror of
https://github.com/TorqueGameEngines/Torque3D.git
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- 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
97 lines
3.8 KiB
C++
97 lines
3.8 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 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/D3D9/gfxD3D9Device.h"
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#include "gfx/D3D9/gfxD3D9PrimitiveBuffer.h"
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#include "core/util/safeRelease.h"
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void GFXD3D9PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
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{
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AssertFatal(!mLocked, "GFXD3D9PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
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mLocked = true;
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U32 flags=0;
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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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// flags |= D3DLOCK_DISCARD;
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break;
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case GFXBufferTypeDynamic:
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// Always discard the content within a locked region.
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flags |= D3DLOCK_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 = ((GFXD3D9Device*)mDevice)->mDynamicPB;
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AssertFatal( mVolatileBuffer, "GFXD3D9PrimitiveBuffer::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 |= D3DLOCK_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 |= D3DLOCK_NOOVERWRITE;
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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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D3D9Assert( ib->Lock(indexStart * sizeof(U16), (indexEnd - indexStart) * sizeof(U16), indexPtr, flags),
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"GFXD3D9PrimitiveBuffer::lock - Could not lock primitive buffer.");
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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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