//----------------------------------------------------------------------------- // 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 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