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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.
- //-----------------------------------------------------------------------------
- #ifndef _GFXD3D_VERTEXBUFFER_H_
- #define _GFXD3D_VERTEXBUFFER_H_
- #ifndef _GFXD3D9DEVICE_H_
- #include "gfx/D3D9/gfxD3D9Device.h"
- #endif
- #ifndef _SAFEDELETE_H_
- #include "core/util/safeDelete.h"
- #endif
- //*****************************************************************************
- // GFXD3D9VertexBuffer
- //*****************************************************************************
- class GFXD3D9VertexBuffer : public GFXVertexBuffer
- {
- public:
- IDirect3DVertexBuffer9 *vb;
- StrongRefPtr<GFXD3D9VertexBuffer> mVolatileBuffer;
- #ifdef TORQUE_DEBUG
- #define _VBGuardString "GFX_VERTEX_BUFFER_GUARD_STRING"
- U8 *mDebugGuardBuffer;
- void *mLockedBuffer;
- #endif TORQUE_DEBUG
- bool mIsFirstLock;
- bool mClearAtFrameEnd;
- GFXD3D9VertexBuffer();
- GFXD3D9VertexBuffer( GFXDevice *device,
- U32 numVerts,
- const GFXVertexFormat *vertexFormat,
- U32 vertexSize,
- GFXBufferType bufferType );
- virtual ~GFXD3D9VertexBuffer();
- void lock(U32 vertexStart, U32 vertexEnd, void **vertexPtr);
- void unlock();
- void prepare() {}
- #ifdef TORQUE_DEBUG
- char *name;
- /// In debug compile, the verts will be chained together and the device
- /// will examine the chain when it's destructor is called, this will
- /// allow developers to see which vertex buffers are not destroyed
- GFXD3D9VertexBuffer *next;
- #endif
- void setName( const char *n );
- // 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 GFXD3D9VertexBuffer::GFXD3D9VertexBuffer()
- : GFXVertexBuffer(0,0,0,0,(GFXBufferType)0)
- {
- #ifdef TORQUE_DEBUG
- name = NULL;
- #endif
- vb = NULL;
- mIsFirstLock = true;
- lockedVertexEnd = lockedVertexStart = 0;
- mClearAtFrameEnd = false;
- #ifdef TORQUE_DEBUG
- mDebugGuardBuffer = NULL;
- mLockedBuffer = NULL;
- #endif
- }
- inline GFXD3D9VertexBuffer::GFXD3D9VertexBuffer( GFXDevice *device,
- U32 numVerts,
- const GFXVertexFormat *vertexFormat,
- U32 vertexSize,
- GFXBufferType bufferType )
- : GFXVertexBuffer( device, numVerts, vertexFormat, vertexSize, bufferType )
- {
- #ifdef TORQUE_DEBUG
- name = NULL;
- #endif
- vb = NULL;
- mIsFirstLock = true;
- mClearAtFrameEnd = false;
- lockedVertexEnd = lockedVertexStart = 0;
- #ifdef TORQUE_DEBUG
- mDebugGuardBuffer = NULL;
- mLockedBuffer = NULL;
- #endif
- }
- #ifdef TORQUE_DEBUG
- inline void GFXD3D9VertexBuffer::setName( const char *n )
- {
- SAFE_DELETE( name );
- name = new char[dStrlen( n )];
- dStrcpy( name, n );
- }
- #else
- inline void GFXD3D9VertexBuffer::setName( const char *n ) { }
- #endif // !TORQUE_DEBUG
- #endif // _GFXD3D_VERTEXBUFFER_H_
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