Torque3D/Engine/source/gfx/D3D11/gfxD3D11PrimitiveBuffer.h
2020-05-11 15:00:25 -05:00

84 lines
2.8 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2015 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 _GFXD3D11PRIMITIVEBUFFER_H_
#define _GFXD3D11PRIMITIVEBUFFER_H_
#include "gfx/gfxPrimitiveBuffer.h"
class GFXD3D11PrimitiveBuffer : public GFXPrimitiveBuffer
{
public:
ID3D11Buffer *ib;
StrongRefPtr<GFXD3D11PrimitiveBuffer> mVolatileBuffer;
U32 mVolatileStart;
U32 mIndexStart;
U32 mIndexEnd;
#ifdef TORQUE_DEBUG
#define _PBGuardString "GFX_PRIMTIVE_BUFFER_GUARD_STRING"
U8 *mDebugGuardBuffer;
U32 mLockedSize;
#endif TORQUE_DEBUG
void *mLockedBuffer;
bool mLocked;
bool mIsFirstLock;
GFXD3D11PrimitiveBuffer( GFXDevice *device,
U32 indexCount,
U32 primitiveCount,
GFXBufferType bufferType );
virtual ~GFXD3D11PrimitiveBuffer();
virtual void lock(U32 indexStart, U32 indexEnd, void **indexPtr);
virtual void unlock();
virtual void prepare();
// GFXResource interface
virtual void zombify();
virtual void resurrect();
};
inline GFXD3D11PrimitiveBuffer::GFXD3D11PrimitiveBuffer( GFXDevice *device,
U32 indexCount,
U32 primitiveCount,
GFXBufferType bufferType )
: GFXPrimitiveBuffer( device, indexCount, primitiveCount, bufferType )
{
mVolatileStart = 0;
ib = NULL;
mIsFirstLock = true;
mLocked = false;
#ifdef TORQUE_DEBUG
mDebugGuardBuffer = NULL;
mLockedSize = 0;
#endif
mIndexStart = 0;
mIndexEnd = 0;
mLockedBuffer = NULL;
}
#endif