// // 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 D3D9_RENDERER_INSTANCEBUFFER_H #define D3D9_RENDERER_INSTANCEBUFFER_H #include #if defined(RENDERER_ENABLE_DIRECT3D9) #include #include "D3D9Renderer.h" namespace SampleRenderer { class D3D9RendererInstanceBuffer : public RendererInstanceBuffer, public D3D9RendererResource { public: D3D9RendererInstanceBuffer(IDirect3DDevice9 &d3dDevice, D3D9Renderer& renderer, const RendererInstanceBufferDesc &desc); virtual ~D3D9RendererInstanceBuffer(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); private: #if RENDERER_INSTANCING IDirect3DDevice9 &m_d3dDevice; IDirect3DVertexBuffer9 *m_d3dVertexBuffer; #else void *mInstanceBuffer; #endif DWORD m_usage; D3DPOOL m_pool; UINT m_bufferSize; }; } // namespace SampleRenderer #endif // #if defined(RENDERER_ENABLE_DIRECT3D9) #endif