gfxD3D11VertexBuffer.h
Engine/source/gfx/D3D11/gfxD3D11VertexBuffer.h
Classes:
class
Detailed Description
1 2//----------------------------------------------------------------------------- 3// Copyright (c) 2015 GarageGames, LLC 4// 5// Permission is hereby granted, free of charge, to any person obtaining a copy 6// of this software and associated documentation files (the "Software"), to 7// deal in the Software without restriction, including without limitation the 8// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or 9// sell copies of the Software, and to permit persons to whom the Software is 10// furnished to do so, subject to the following conditions: 11// 12// The above copyright notice and this permission notice shall be included in 13// all copies or substantial portions of the Software. 14// 15// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR 16// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, 17// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE 18// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER 19// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING 20// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS 21// IN THE SOFTWARE. 22//----------------------------------------------------------------------------- 23 24#ifndef _GFXD3D_VERTEXBUFFER_H_ 25#define _GFXD3D_VERTEXBUFFER_H_ 26 27#include "gfx/D3D11/gfxD3D11Device.h" 28#include "core/util/safeDelete.h" 29 30class GFXD3D11VertexBuffer : public GFXVertexBuffer 31{ 32public: 33 ID3D11Buffer *vb; 34 StrongRefPtr<GFXD3D11VertexBuffer> mVolatileBuffer; 35 void *mLockedBuffer; 36#ifdef TORQUE_DEBUG 37 #define _VBGuardString "GFX_VERTEX_BUFFER_GUARD_STRING" 38 U8 *mDebugGuardBuffer; 39 40#endif TORQUE_DEBUG 41 42 bool mIsFirstLock; 43 bool mClearAtFrameEnd; 44 45 GFXD3D11VertexBuffer(); 46 GFXD3D11VertexBuffer( GFXDevice *device, 47 U32 numVerts, 48 const GFXVertexFormat *vertexFormat, 49 U32 vertexSize, 50 GFXBufferType bufferType ); 51 virtual ~GFXD3D11VertexBuffer(); 52 53 void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr); 54 void unlock(); 55 void prepare() {} 56 57 // GFXResource interface 58 virtual void zombify(); 59 virtual void resurrect(); 60}; 61 62//----------------------------------------------------------------------------- 63// This is for debugging vertex buffers and trying to track down which vbs 64// aren't getting free'd 65 66inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer() : GFXVertexBuffer(0,0,0,0,(GFXBufferType)0) 67{ 68 vb = NULL; 69 mIsFirstLock = true; 70 lockedVertexEnd = lockedVertexStart = 0; 71 mClearAtFrameEnd = false; 72 mLockedBuffer = NULL; 73 74#ifdef TORQUE_DEBUG 75 mDebugGuardBuffer = NULL; 76#endif 77} 78 79inline GFXD3D11VertexBuffer::GFXD3D11VertexBuffer( GFXDevice *device, 80 U32 numVerts, 81 const GFXVertexFormat *vertexFormat, 82 U32 vertexSize, 83 GFXBufferType bufferType ) 84 : GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType ) 85{ 86 vb = NULL; 87 mIsFirstLock = true; 88 mClearAtFrameEnd = false; 89 lockedVertexEnd = lockedVertexStart = 0; 90 mLockedBuffer = NULL; 91#ifdef TORQUE_DEBUG 92 mDebugGuardBuffer = NULL; 93#endif 94} 95 96#endif // _GFXD3D_VERTEXBUFFER_H_ 97