// // Redistribution and use in source and binary forms, with or without // modification, are permitted provided that the following conditions // are met: // * Redistributions of source code must retain the above copyright // notice, this list of conditions and the following disclaimer. // * Redistributions in binary form must reproduce the above copyright // notice, this list of conditions and the following disclaimer in the // documentation and/or other materials provided with the distribution. // * Neither the name of NVIDIA CORPORATION nor the names of its // contributors may be used to endorse or promote products derived // from this software without specific prior written permission. // // THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS ``AS IS'' AND ANY // EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE // IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR // PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT OWNER OR // CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, // EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, // PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR // PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY // OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT // (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE // OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. // // Copyright (c) 2008-2018 NVIDIA Corporation. All rights reserved. #ifndef D3D11_RENDERER_INSTANCEBUFFER_H #define D3D11_RENDERER_INSTANCEBUFFER_H #include #if defined(RENDERER_ENABLE_DIRECT3D11) #include #include "D3D11Renderer.h" namespace SampleRenderer { class D3D11RendererInstanceBuffer : public RendererInstanceBuffer, public D3D11RendererResource { public: D3D11RendererInstanceBuffer(ID3D11Device& d3dDevice, ID3D11DeviceContext& d3dDeviceContext, const RendererInstanceBufferDesc& desc, bool bUseMapForLocking = FALSE); virtual ~D3D11RendererInstanceBuffer(void); void addVertexElements(PxU32 streamIndex, std::vector &vertexElements) const; protected: virtual void* lock(void); virtual void unlock(void); virtual void bind(PxU32 streamID, PxU32 firstInstance) const; virtual void unbind(PxU32 streamID) const; private: virtual void onDeviceLost(void); virtual void onDeviceReset(void); void *internalLock(D3D11_MAP MapType); private: ID3D11Device& m_d3dDevice; ID3D11DeviceContext& m_d3dDeviceContext; ID3D11Buffer* m_d3dInstanceBuffer; D3D11_BUFFER_DESC m_d3dBufferDesc; bool m_bUseMapForLocking; PxU8* m_buffer; }; } // namespace SampleRenderer #endif // #if defined(RENDERER_ENABLE_DIRECT3D11) #endif