/* ----------------------------------------------------------------------------- This source file is part of OGRE (Object-oriented Graphics Rendering Engine) For the latest info, see http://www.ogre3d.org/ Copyright (c) 2000-2006 Torus Knot Software Ltd Also see acknowledgements in Readme.html This program is free software; you can redistribute it and/or modify it under the terms of the GNU Lesser General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU Lesser General Public License for more details. You should have received a copy of the GNU Lesser General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA, or go to http://www.gnu.org/copyleft/lesser.txt. You may alternatively use this source under the terms of a specific version of the OGRE Unrestricted License provided you have obtained such a license from Torus Knot Software Ltd. ----------------------------------------------------------------------------- */ #include "OgreD3D9HardwareVertexBuffer.h" #include "OgreD3D9Mappings.h" #include "OgreException.h" #include "OgreD3D9HardwareBufferManager.h" namespace Ogre { //--------------------------------------------------------------------- D3D9HardwareVertexBuffer::D3D9HardwareVertexBuffer(size_t vertexSize, size_t numVertices, HardwareBuffer::Usage usage, LPDIRECT3DDEVICE9 pDev, bool useSystemMemory, bool useShadowBuffer) : HardwareVertexBuffer(vertexSize, numVertices, usage, useSystemMemory, useShadowBuffer) { // Create the vertex buffer #if OGRE_D3D_MANAGE_BUFFERS mD3DPool = useSystemMemory? D3DPOOL_SYSTEMMEM : // If not system mem, use managed pool UNLESS buffer is discardable // if discardable, keeping the software backing is expensive (usage & HardwareBuffer::HBU_DISCARDABLE)? D3DPOOL_DEFAULT : D3DPOOL_MANAGED; #else mD3DPool = useSystemMemory? D3DPOOL_SYSTEMMEM : D3DPOOL_DEFAULT; #endif HRESULT hr = pDev->CreateVertexBuffer( static_cast(mSizeInBytes), D3D9Mappings::get(usage), 0, // No FVF here, thankyou mD3DPool, &mlpD3DBuffer, NULL); if (FAILED(hr)) { String msg = DXGetErrorDescription9(hr); OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Cannot create D3D9 vertex buffer: " + msg, "D3D9HardwareVertexBuffer::D3D9HardwareVertexBuffer"); } } //--------------------------------------------------------------------- D3D9HardwareVertexBuffer::~D3D9HardwareVertexBuffer() { SAFE_RELEASE(mlpD3DBuffer); } //--------------------------------------------------------------------- void* D3D9HardwareVertexBuffer::lockImpl(size_t offset, size_t length, LockOptions options) { void* pBuf; HRESULT hr = mlpD3DBuffer->Lock( static_cast(offset), static_cast(length), &pBuf, D3D9Mappings::get(options, mUsage)); if (FAILED(hr)) { String msg = DXGetErrorDescription9(hr); OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Cannot lock D3D9 vertex buffer: " + msg, "D3D9HardwareVertexBuffer::lock"); } return pBuf; } //--------------------------------------------------------------------- void D3D9HardwareVertexBuffer::unlockImpl(void) { HRESULT hr = mlpD3DBuffer->Unlock(); } //--------------------------------------------------------------------- void D3D9HardwareVertexBuffer::readData(size_t offset, size_t length, void* pDest) { // There is no functional interface in D3D, just do via manual // lock, copy & unlock void* pSrc = this->lock(offset, length, HardwareBuffer::HBL_READ_ONLY); memcpy(pDest, pSrc, length); this->unlock(); } //--------------------------------------------------------------------- void D3D9HardwareVertexBuffer::writeData(size_t offset, size_t length, const void* pSource, bool discardWholeBuffer) { // There is no functional interface in D3D, just do via manual // lock, copy & unlock void* pDst = this->lock(offset, length, discardWholeBuffer ? HardwareBuffer::HBL_DISCARD : HardwareBuffer::HBL_NORMAL); memcpy(pDst, pSource, length); this->unlock(); } //--------------------------------------------------------------------- bool D3D9HardwareVertexBuffer::releaseIfDefaultPool(void) { if (mD3DPool == D3DPOOL_DEFAULT) { SAFE_RELEASE(mlpD3DBuffer); return true; } return false; } //--------------------------------------------------------------------- bool D3D9HardwareVertexBuffer::recreateIfDefaultPool(LPDIRECT3DDEVICE9 pDev) { if (mD3DPool == D3DPOOL_DEFAULT) { HRESULT hr = pDev->CreateVertexBuffer( static_cast(mSizeInBytes), D3D9Mappings::get(mUsage), 0, // No FVF here, thankyou mD3DPool, &mlpD3DBuffer, NULL); if (FAILED(hr)) { String msg = DXGetErrorDescription9(hr); OGRE_EXCEPT(Exception::ERR_RENDERINGAPI_ERROR, "Cannot restore D3D9 vertex buffer: " + msg, "D3D9HardwareVertexBuffer::recreateIfDefaultPool"); } return true; } return false; } //--------------------------------------------------------------------- }