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- //-----------------------------------------------------------------------------
- // Copyright (c) 2012 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.
- //-----------------------------------------------------------------------------
- #include "gfx/D3D9/gfxD3D9Device.h"
- #include "gfx/D3D9/gfxD3D9PrimitiveBuffer.h"
- #include "core/util/safeRelease.h"
- void GFXD3D9PrimitiveBuffer::lock(U32 indexStart, U32 indexEnd, void **indexPtr)
- {
- AssertFatal(!mLocked, "GFXD3D9PrimitiveBuffer::lock - Can't lock a primitive buffer more than once!");
- mLocked = true;
- U32 flags=0;
- switch(mBufferType)
- {
- case GFXBufferTypeImmutable:
- case GFXBufferTypeStatic:
- // flags |= D3DLOCK_DISCARD;
- break;
- case GFXBufferTypeDynamic:
- // Always discard the content within a locked region.
- flags |= D3DLOCK_DISCARD;
- break;
- case GFXBufferTypeVolatile:
- // Get our range now...
- AssertFatal(indexStart == 0, "Cannot get a subrange on a volatile buffer.");
- AssertFatal(indexEnd < MAX_DYNAMIC_INDICES, "Cannot get more than MAX_DYNAMIC_INDICES in a volatile buffer. Up the constant!");
- // Get the primtive buffer
- mVolatileBuffer = ((GFXD3D9Device*)mDevice)->mDynamicPB;
- AssertFatal( mVolatileBuffer, "GFXD3D9PrimitiveBuffer::lock - No dynamic primitive buffer was available!");
- // We created the pool when we requested this volatile buffer, so assume it exists...
- if( mVolatileBuffer->mIndexCount + indexEnd > MAX_DYNAMIC_INDICES )
- {
- flags |= D3DLOCK_DISCARD;
- mVolatileStart = indexStart = 0;
- indexEnd = indexEnd;
- }
- else
- {
- flags |= D3DLOCK_NOOVERWRITE;
- mVolatileStart = indexStart = mVolatileBuffer->mIndexCount;
- indexEnd += mVolatileBuffer->mIndexCount;
- }
- mVolatileBuffer->mIndexCount = indexEnd + 1;
- ib = mVolatileBuffer->ib;
- break;
- }
- D3D9Assert( ib->Lock(indexStart * sizeof(U16), (indexEnd - indexStart) * sizeof(U16), indexPtr, flags),
- "GFXD3D9PrimitiveBuffer::lock - Could not lock primitive buffer.");
- #ifdef TORQUE_DEBUG
-
- // Allocate a debug buffer large enough for the lock
- // plus space for over and under run guard strings.
- mLockedSize = (indexEnd - indexStart) * sizeof(U16);
- const U32 guardSize = sizeof( _PBGuardString );
- mDebugGuardBuffer = new U8[mLockedSize+(guardSize*2)];
- // Setup the guard strings.
- dMemcpy( mDebugGuardBuffer, _PBGuardString, guardSize );
- dMemcpy( mDebugGuardBuffer + mLockedSize + guardSize, _PBGuardString, guardSize );
- // Store the real lock pointer and return our debug pointer.
- mLockedBuffer = *indexPtr;
- *indexPtr = (U16*)( mDebugGuardBuffer + guardSize );
- #endif // TORQUE_DEBUG
- }
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