windows-nt/Source/XPSP1/NT/multimedia/directx/dxg/d3d8/fw/buffer.hpp

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2020-09-26 03:20:57 -05:00
#ifndef __BUFFER_HPP__
#define __BUFFER_HPP__
/*==========================================================================;
*
* Copyright (C) 1999-2000 Microsoft Corporation. All Rights Reserved.
*
* File: buffer.hpp
* Content: Class header the buffer base class; this class
* contains all the logic that is shared between
* the Index/Vertex/Command buffer types.
*
***************************************************************************/
// Includes
#include "resource.hpp"
//
// The CBuffer is a base class for the index and vertex buffers
//
class CBuffer : public CResource
{
public:
// Methods for Resource management
virtual HRESULT UpdateDirtyPortion(CResource *pResourceTarget) { return S_OK; }
virtual void MarkAllDirty();
virtual BYTE* Data() const = 0;
BOOL IsLocked() const
{
return m_LockCount > 0;
} // IsLocked
protected:
// Constructor returns an error code
// if the object could not be fully
// constructed
CBuffer(CBaseDevice *pDevice,
DWORD cbLength,
DWORD dwFVF,
D3DFORMAT Format,
D3DRESOURCETYPE Type,
DWORD Usage,
DWORD ActualUsage,
D3DPOOL Pool,
D3DPOOL ActualPool,
REF_TYPE refType,
HRESULT *phr
);
void LockImpl(UINT cbOffsetToLock,
UINT cbSizeToLock,
BYTE **ppbData,
DWORD dwFlags,
DWORD cbLength)
{
*ppbData = m_pbBuffer + cbOffsetToLock;
// Do dirty rect stuff
if (IsD3DManaged() && (dwFlags & D3DLOCK_READONLY) == 0)
{
OnBufferChangeImpl(cbOffsetToLock, cbSizeToLock);
}
}
void OnBufferChangeImpl(UINT cbOffsetToLock, UINT cbSizeToLock);
BYTE* GetPrivateDataPointer() const
{
return m_pbBuffer;
}
#if DBG
BOOL m_isLockable;
DWORD m_SceneStamp;
DWORD m_TimesLocked;
#endif // DBG
DWORD m_LockCount;
DWORD m_cbDirtyMin;
DWORD m_cbDirtyMax;
// Destructor
virtual ~CBuffer();
private:
BYTE *m_pbBuffer;
}; // class CBuffer
// HACK: Ok; here's a minimal command buffer... This is probably not
// the final implementation; but hey there you go.
class CCommandBuffer : public CBuffer
{
public:
// Static creation method
static HRESULT Create(CBaseDevice *pDevice,
DWORD cbLength,
D3DPOOL Pool,
CCommandBuffer **ppIndexBuffer);
HRESULT Clone(D3DPOOL Pool,
CResource **ppResource) const;
const D3DBUFFER_DESC * GetBufferDesc() const
{
return &m_desc;
} // GetDesc
// You must call Release to free this guy. No support for
// addref
UINT Release()
{
return ReleaseImpl();
};
// Lock and Unlock support
STDMETHOD(Lock)(THIS_
UINT cbOffsetToLock,
UINT cbSizeToLock,
BYTE **ppbData,
DWORD dwFlags)
{
#if DBG
if (m_LockCount != 0)
{
DPF_ERR("Lock failed for command buffer; buffer was already locked.");
return D3DERR_INVALIDCALL;
}
#endif // DBG
m_LockCount = 1;
LockImpl(cbOffsetToLock,
cbSizeToLock,
ppbData,
dwFlags,
m_cbLength);
return S_OK;
} // Lock
STDMETHOD(Unlock)(THIS)
{
#if DBG
// If we aren't locked; then something is wrong
if (m_LockCount != 1)
{
DPF_ERR("Unlock failed on a command buffer; buffer wasn't locked.");
return D3DERR_INVALIDCALL;
}
#endif // DBG
// Clear our locked state
m_LockCount = 0;
return S_OK;
} // Unlock
BYTE* Data() const
{
DXGASSERT(FALSE); // Direct access not supported
return 0;
}
private:
CCommandBuffer(CBaseDevice *pDevice,
DWORD cbLength,
D3DPOOL Pool,
HRESULT *phr)
:
CBuffer(pDevice,
cbLength,
0, // dwFVF
D3DFMT_UNKNOWN,
D3DRTYPE_COMMANDBUFFER,
D3DUSAGE_LOCK, // Usage
D3DUSAGE_LOCK, // ActualUsage
Pool, // Pool
Pool, // ActualPool
REF_INTERNAL,
phr),
m_cbLength(cbLength)
{
m_desc.Pool = Pool;
m_desc.Usage = 0;
m_desc.Format = D3DFMT_UNKNOWN;
m_desc.Type = D3DRTYPE_COMMANDBUFFER;
}; // CCommandBuffer::CCommandBuffer
DWORD m_cbLength;
D3DBUFFER_DESC m_desc;
}; // class CCommandBuffer
#endif // __BUFFER_HPP__