Torque3D/Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.h
2016-03-20 21:48:52 +10:00

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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 _GFXD3D_VERTEXBUFFER_H_
#define _GFXD3D_VERTEXBUFFER_H_
#include "gfx/D3D11/gfxD3D11Device.h"
#include "core/util/safeDelete.h"
class GFXD3D11VertexBuffer : public GFXVertexBuffer
{
public:
ID3D11Buffer *vb;
StrongRefPtr<GFXD3D11VertexBuffer> mVolatileBuffer;
void *mLockedBuffer;
#ifdef TORQUE_DEBUG
#define _VBGuardString "GFX_VERTEX_BUFFER_GUARD_STRING"
U8 *mDebugGuardBuffer;
#endif TORQUE_DEBUG
bool mIsFirstLock;
bool mClearAtFrameEnd;
GFXD3D11VertexBuffer();
GFXD3D11VertexBuffer( GFXDevice *device,
U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType );
virtual ~GFXD3D11VertexBuffer();
void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr);
void unlock();
void prepare() {}
// GFXResource interface
virtual void zombify();
virtual void resurrect();
};
//-----------------------------------------------------------------------------
// This is for debugging vertex buffers and trying to track down which vbs
// aren't getting free'd
inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer() : GFXVertexBuffer(0,0,0,0,(GFXBufferType)0)
{
vb = NULL;
mIsFirstLock = true;
lockedVertexEnd = lockedVertexStart = 0;
mClearAtFrameEnd = false;
#ifdef TORQUE_DEBUG
mDebugGuardBuffer = NULL;
mLockedBuffer = NULL;
#endif
}
inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer( GFXDevice *device,
U32 numVerts,
const GFXVertexFormat *vertexFormat,
U32 vertexSize,
GFXBufferType bufferType )
: GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType )
{
vb = NULL;
mIsFirstLock = true;
mClearAtFrameEnd = false;
lockedVertexEnd = lockedVertexStart = 0;
mLockedBuffer = NULL;
#ifdef TORQUE_DEBUG
mDebugGuardBuffer = NULL;
#endif
}
#endif // _GFXD3D_VERTEXBUFFER_H_