mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-02-17 21:53:47 +00:00
95 lines
No EOL
3.3 KiB
C++
95 lines
No EOL
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2015 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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#ifndef _GFXD3D_VERTEXBUFFER_H_
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#define _GFXD3D_VERTEXBUFFER_H_
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#include "gfx/D3D11/gfxD3D11Device.h"
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#include "core/util/safeDelete.h"
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class GFXD3D11VertexBuffer : public GFXVertexBuffer
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{
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public:
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ID3D11Buffer *vb;
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StrongRefPtr<GFXD3D11VertexBuffer> mVolatileBuffer;
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void *mLockedBuffer;
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#ifdef TORQUE_DEBUG
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#define _VBGuardString "GFX_VERTEX_BUFFER_GUARD_STRING"
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U8 *mDebugGuardBuffer;
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#endif TORQUE_DEBUG
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bool mIsFirstLock;
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bool mClearAtFrameEnd;
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GFXD3D11VertexBuffer();
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GFXD3D11VertexBuffer( GFXDevice *device,
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U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertexSize,
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GFXBufferType bufferType );
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virtual ~GFXD3D11VertexBuffer();
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void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr);
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void unlock();
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void prepare() {}
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// GFXResource interface
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virtual void zombify();
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virtual void resurrect();
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};
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//-----------------------------------------------------------------------------
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// This is for debugging vertex buffers and trying to track down which vbs
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// aren't getting free'd
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inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer() : GFXVertexBuffer(0,0,0,0,(GFXBufferType)0)
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{
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vb = NULL;
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mIsFirstLock = true;
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lockedVertexEnd = lockedVertexStart = 0;
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mClearAtFrameEnd = false;
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#ifdef TORQUE_DEBUG
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mDebugGuardBuffer = NULL;
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mLockedBuffer = NULL;
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#endif
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}
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inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer( GFXDevice *device,
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U32 numVerts,
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const GFXVertexFormat *vertexFormat,
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U32 vertexSize,
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GFXBufferType bufferType )
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: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType )
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{
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vb = NULL;
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mIsFirstLock = true;
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mClearAtFrameEnd = false;
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lockedVertexEnd = lockedVertexStart = 0;
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mLockedBuffer = NULL;
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#ifdef TORQUE_DEBUG
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mDebugGuardBuffer = NULL;
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#endif
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}
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#endif // _GFXD3D_VERTEXBUFFER_H_
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