//===== Copyright © 1996-2005, Valve Corporation, All rights reserved. ======// // // Purpose: // // $NoKeywords: $ // //===========================================================================// #include #undef GetCommandLine #include "meshdx10.h" #include "utlvector.h" #include "materialsystem/imaterialsystem.h" #include "IHardwareConfigInternal.h" #include "shaderapi_global.h" #include "shaderapi/ishaderutil.h" #include "shaderapi/ishaderapi.h" #include "shaderdevicedx10.h" #include "materialsystem/imesh.h" #include "tier0/vprof.h" #include "tier0/dbg.h" #include "materialsystem/idebugtextureinfo.h" #include "materialsystem/ivballoctracker.h" #include "tier2/tier2.h" // NOTE: This has to be the last file included! #include "tier0/memdbgon.h" //----------------------------------------------------------------------------- // // Dx10 implementation of a vertex buffer // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // globals //----------------------------------------------------------------------------- #ifdef _DEBUG int CVertexBufferDx10::s_nBufferCount = 0; #endif //----------------------------------------------------------------------------- // constructor, destructor //----------------------------------------------------------------------------- CVertexBufferDx10::CVertexBufferDx10( ShaderBufferType_t type, VertexFormat_t fmt, int nVertexCount, const char *pBudgetGroupName ) : BaseClass( pBudgetGroupName ) { Assert( nVertexCount != 0 ); m_pVertexBuffer = NULL; m_VertexFormat = fmt; m_nVertexCount = ( fmt == VERTEX_FORMAT_UNKNOWN ) ? 0 : nVertexCount; m_nBufferSize = ( fmt == VERTEX_FORMAT_UNKNOWN ) ? nVertexCount : nVertexCount * VertexSize(); m_nFirstUnwrittenOffset = 0; m_bIsLocked = false; m_bIsDynamic = ( type == SHADER_BUFFER_TYPE_DYNAMIC ) || ( type == SHADER_BUFFER_TYPE_DYNAMIC_TEMP ); m_bFlush = false; } CVertexBufferDx10::~CVertexBufferDx10() { Free(); } //----------------------------------------------------------------------------- // Creates, destroys the vertex buffer //----------------------------------------------------------------------------- bool CVertexBufferDx10::Allocate( ) { Assert( !m_pVertexBuffer ); m_nFirstUnwrittenOffset = 0; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = m_nBufferSize; bd.BindFlags = D3D10_BIND_VERTEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; HRESULT hr = D3D10Device()->CreateBuffer( &bd, NULL, &m_pVertexBuffer ); bool bOk = !FAILED( hr ) && ( m_pVertexBuffer != 0 ); if ( bOk ) { // Track VB allocations g_VBAllocTracker->CountVB( m_pVertexBuffer, m_bIsDynamic, m_nBufferSize, VertexSize(), GetVertexFormat() ); if ( !m_bIsDynamic ) { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, m_nBufferSize ); } else { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, m_nBufferSize ); // Dynamic meshes should never be compressed (slows down writing to them) Assert( CompressionType( GetVertexFormat() ) == VERTEX_COMPRESSION_NONE ); } #ifdef _DEBUG ++s_nBufferCount; #endif } return bOk; } void CVertexBufferDx10::Free() { if ( m_pVertexBuffer ) { #ifdef _DEBUG --s_nBufferCount; #endif // Track VB allocations g_VBAllocTracker->UnCountVB( m_pVertexBuffer ); m_pVertexBuffer->Release(); m_pVertexBuffer = NULL; if ( !m_bIsDynamic ) { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, - m_nBufferSize ); } else { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, - m_nBufferSize ); } } } //----------------------------------------------------------------------------- // Vertex Buffer info //----------------------------------------------------------------------------- int CVertexBufferDx10::VertexCount() const { Assert( !m_bIsDynamic ); return m_nVertexCount; } //----------------------------------------------------------------------------- // Returns the buffer format (only valid for static index buffers) //----------------------------------------------------------------------------- VertexFormat_t CVertexBufferDx10::GetVertexFormat() const { Assert( !m_bIsDynamic ); return m_VertexFormat; } //----------------------------------------------------------------------------- // Returns true if the buffer is dynamic //----------------------------------------------------------------------------- bool CVertexBufferDx10::IsDynamic() const { return m_bIsDynamic; } //----------------------------------------------------------------------------- // Only used by dynamic buffers, indicates the next lock should perform a discard. //----------------------------------------------------------------------------- void CVertexBufferDx10::Flush() { // This strange-looking line makes a flush only occur if the buffer is dynamic. m_bFlush = m_bIsDynamic; } //----------------------------------------------------------------------------- // Casts a dynamic buffer to be a particular vertex type //----------------------------------------------------------------------------- void CVertexBufferDx10::BeginCastBuffer( VertexFormat_t format ) { Assert( format != MATERIAL_INDEX_FORMAT_UNKNOWN ); Assert( m_bIsDynamic && ( m_VertexFormat == 0 || m_VertexFormat == format ) ); if ( !m_bIsDynamic ) return; m_VertexFormat = format; m_nVertexCount = m_nBufferSize / VertexSize(); } void CVertexBufferDx10::EndCastBuffer( ) { Assert( m_bIsDynamic && m_VertexFormat != 0 ); if ( !m_bIsDynamic ) return; m_VertexFormat = 0; m_nVertexCount = 0; } //----------------------------------------------------------------------------- // Returns the number of indices that can be written into the buffer //----------------------------------------------------------------------------- int CVertexBufferDx10::GetRoomRemaining() const { return ( m_nBufferSize - m_nFirstUnwrittenOffset ) / VertexSize(); } //----------------------------------------------------------------------------- // Lock, unlock //----------------------------------------------------------------------------- bool CVertexBufferDx10::Lock( int nMaxVertexCount, bool bAppend, VertexDesc_t &desc ) { Assert( !m_bIsLocked && ( nMaxVertexCount != 0 ) && ( nMaxVertexCount <= m_nVertexCount ) ); Assert( m_VertexFormat != 0 ); // FIXME: Why do we need to sync matrices now? ShaderUtil()->SyncMatrices(); g_ShaderMutex.Lock(); void *pLockedData = NULL; HRESULT hr; // This can happen if the buffer was locked but a type wasn't bound if ( m_VertexFormat == 0 ) goto vertexBufferLockFailed; // Just give the app crap buffers to fill up while we're suppressed... if ( g_pShaderDevice->IsDeactivated() || ( nMaxVertexCount == 0 ) ) goto vertexBufferLockFailed; // Did we ask for something too large? if ( nMaxVertexCount > m_nVertexCount ) { Warning( "Too many vertices for vertex buffer. . tell a programmer (%d>%d)\n", nMaxVertexCount, m_nVertexCount ); goto vertexBufferLockFailed; } // We might not have a buffer owing to alt-tab type stuff if ( !m_pVertexBuffer ) { if ( !Allocate() ) goto vertexBufferLockFailed; } // Check to see if we have enough memory int nMemoryRequired = nMaxVertexCount * VertexSize(); bool bHasEnoughMemory = ( m_nFirstUnwrittenOffset + nMemoryRequired <= m_nBufferSize ); D3D10_MAP map; if ( bAppend ) { // Can't have the first lock after a flush be an appending lock Assert( !m_bFlush ); // If we're appending and we don't have enough room, then puke! if ( !bHasEnoughMemory || m_bFlush ) goto vertexBufferLockFailed; map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE; } else { // If we're not appending, no overwrite unless we don't have enough room // If we're a static buffer, always discard if we're not appending if ( !m_bFlush && bHasEnoughMemory && m_bIsDynamic ) { map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE; } else { map = D3D10_MAP_WRITE_DISCARD; m_nFirstUnwrittenOffset = 0; m_bFlush = false; } } hr = m_pVertexBuffer->Map( map, 0, &pLockedData ); if ( FAILED( hr ) ) { Warning( "Failed to lock vertex buffer in CVertexBufferDx10::Lock\n" ); goto vertexBufferLockFailed; } ComputeVertexDescription( (unsigned char*)pLockedData + m_nFirstUnwrittenOffset, m_VertexFormat, desc ); desc.m_nFirstVertex = 0; desc.m_nOffset = m_nFirstUnwrittenOffset; m_bIsLocked = true; return true; vertexBufferLockFailed: g_ShaderMutex.Unlock(); // Set up a bogus index descriptor ComputeVertexDescription( 0, 0, desc ); desc.m_nFirstVertex = 0; desc.m_nOffset = 0; return false; } void CVertexBufferDx10::Unlock( int nWrittenVertexCount, VertexDesc_t &desc ) { Assert( nWrittenVertexCount <= m_nVertexCount ); // NOTE: This can happen if the lock occurs during alt-tab // or if another application is initializing if ( !m_bIsLocked ) return; if ( m_pVertexBuffer ) { m_pVertexBuffer->Unmap(); } m_nFirstUnwrittenOffset += nWrittenVertexCount * VertexSize(); m_bIsLocked = false; g_ShaderMutex.Unlock(); } //----------------------------------------------------------------------------- // // Dx10 implementation of an index buffer // //----------------------------------------------------------------------------- //----------------------------------------------------------------------------- // globals //----------------------------------------------------------------------------- // shove indices into this if you don't actually want indices static unsigned int s_nScratchIndexBuffer = 0; #ifdef _DEBUG int CIndexBufferDx10::s_nBufferCount = 0; #endif //----------------------------------------------------------------------------- // constructor, destructor //----------------------------------------------------------------------------- CIndexBufferDx10::CIndexBufferDx10( ShaderBufferType_t type, MaterialIndexFormat_t fmt, int nIndexCount, const char *pBudgetGroupName ) : BaseClass( pBudgetGroupName ) { Assert( nIndexCount != 0 ); Assert( IsDynamicBufferType( type ) || ( fmt != MATERIAL_INDEX_FORMAT_UNKNOWN ) ); m_pIndexBuffer = NULL; m_IndexFormat = fmt; m_nIndexCount = ( fmt == MATERIAL_INDEX_FORMAT_UNKNOWN ) ? 0 : nIndexCount; m_nBufferSize = ( fmt == MATERIAL_INDEX_FORMAT_UNKNOWN ) ? nIndexCount : nIndexCount * IndexSize(); m_nFirstUnwrittenOffset = 0; m_bIsLocked = false; m_bIsDynamic = IsDynamicBufferType( type ); m_bFlush = false; // NOTE: This has to happen at the end since m_IndexFormat must be valid for IndexSize() to work if ( m_bIsDynamic ) { m_IndexFormat = MATERIAL_INDEX_FORMAT_UNKNOWN; m_nIndexCount = 0; } } CIndexBufferDx10::~CIndexBufferDx10() { Free(); } //----------------------------------------------------------------------------- // Creates, destroys the index buffer //----------------------------------------------------------------------------- bool CIndexBufferDx10::Allocate( ) { Assert( !m_pIndexBuffer ); m_nFirstUnwrittenOffset = 0; D3D10_BUFFER_DESC bd; bd.Usage = D3D10_USAGE_DYNAMIC; bd.ByteWidth = m_nBufferSize; bd.BindFlags = D3D10_BIND_INDEX_BUFFER; bd.CPUAccessFlags = D3D10_CPU_ACCESS_WRITE; bd.MiscFlags = 0; HRESULT hr = D3D10Device()->CreateBuffer( &bd, NULL, &m_pIndexBuffer ); bool bOk = !FAILED( hr ) && ( m_pIndexBuffer != NULL ); if ( bOk ) { if ( !m_bIsDynamic ) { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, m_nBufferSize ); } else { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, m_nBufferSize ); } #ifdef _DEBUG ++s_nBufferCount; #endif } return bOk; } void CIndexBufferDx10::Free() { if ( m_pIndexBuffer ) { #ifdef _DEBUG --s_nBufferCount; #endif m_pIndexBuffer->Release(); m_pIndexBuffer = NULL; if ( !m_bIsDynamic ) { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_STATIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, - m_nBufferSize ); } else { VPROF_INCREMENT_GROUP_COUNTER( "TexGroup_global_" TEXTURE_GROUP_DYNAMIC_INDEX_BUFFER, COUNTER_GROUP_TEXTURE_GLOBAL, - m_nBufferSize ); } } } //----------------------------------------------------------------------------- // Returns the buffer size (only valid for static index buffers) //----------------------------------------------------------------------------- int CIndexBufferDx10::IndexCount() const { Assert( !m_bIsDynamic ); return m_nIndexCount; } //----------------------------------------------------------------------------- // Returns the buffer format (only valid for static index buffers) //----------------------------------------------------------------------------- MaterialIndexFormat_t CIndexBufferDx10::IndexFormat() const { Assert( !m_bIsDynamic ); return m_IndexFormat; } //----------------------------------------------------------------------------- // Returns true if the buffer is dynamic //----------------------------------------------------------------------------- bool CIndexBufferDx10::IsDynamic() const { return m_bIsDynamic; } //----------------------------------------------------------------------------- // Only used by dynamic buffers, indicates the next lock should perform a discard. //----------------------------------------------------------------------------- void CIndexBufferDx10::Flush() { // This strange-looking line makes a flush only occur if the buffer is dynamic. m_bFlush = m_bIsDynamic; } //----------------------------------------------------------------------------- // Casts a dynamic buffer to be a particular index type //----------------------------------------------------------------------------- void CIndexBufferDx10::BeginCastBuffer( MaterialIndexFormat_t format ) { Assert( format != MATERIAL_INDEX_FORMAT_UNKNOWN ); Assert( m_bIsDynamic && ( m_IndexFormat == MATERIAL_INDEX_FORMAT_UNKNOWN || m_IndexFormat == format ) ); if ( !m_bIsDynamic ) return; m_IndexFormat = format; m_nIndexCount = m_nBufferSize / IndexSize(); } void CIndexBufferDx10::EndCastBuffer( ) { Assert( m_bIsDynamic && m_IndexFormat != MATERIAL_INDEX_FORMAT_UNKNOWN ); if ( !m_bIsDynamic ) return; m_IndexFormat = MATERIAL_INDEX_FORMAT_UNKNOWN; m_nIndexCount = 0; } //----------------------------------------------------------------------------- // Returns the number of indices that can be written into the buffer //----------------------------------------------------------------------------- int CIndexBufferDx10::GetRoomRemaining() const { return ( m_nBufferSize - m_nFirstUnwrittenOffset ) / IndexSize(); } //----------------------------------------------------------------------------- // Locks, unlocks the mesh //----------------------------------------------------------------------------- bool CIndexBufferDx10::Lock( int nMaxIndexCount, bool bAppend, IndexDesc_t &desc ) { Assert( !m_bIsLocked && ( nMaxIndexCount != 0 ) && ( nMaxIndexCount <= m_nIndexCount ) ); Assert( m_IndexFormat != MATERIAL_INDEX_FORMAT_UNKNOWN ); // FIXME: Why do we need to sync matrices now? ShaderUtil()->SyncMatrices(); g_ShaderMutex.Lock(); void *pLockedData = NULL; HRESULT hr; // This can happen if the buffer was locked but a type wasn't bound if ( m_IndexFormat == MATERIAL_INDEX_FORMAT_UNKNOWN ) goto indexBufferLockFailed; // Just give the app crap buffers to fill up while we're suppressed... if ( g_pShaderDevice->IsDeactivated() || ( nMaxIndexCount == 0 ) ) goto indexBufferLockFailed; // Did we ask for something too large? if ( nMaxIndexCount > m_nIndexCount ) { Warning( "Too many indices for index buffer. . tell a programmer (%d>%d)\n", nMaxIndexCount, m_nIndexCount ); goto indexBufferLockFailed; } // We might not have a buffer owing to alt-tab type stuff if ( !m_pIndexBuffer ) { if ( !Allocate() ) goto indexBufferLockFailed; } // Check to see if we have enough memory int nMemoryRequired = nMaxIndexCount * IndexSize(); bool bHasEnoughMemory = ( m_nFirstUnwrittenOffset + nMemoryRequired <= m_nBufferSize ); D3D10_MAP map; if ( bAppend ) { // Can't have the first lock after a flush be an appending lock Assert( !m_bFlush ); // If we're appending and we don't have enough room, then puke! if ( !bHasEnoughMemory || m_bFlush ) goto indexBufferLockFailed; map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE; } else { // If we're not appending, no overwrite unless we don't have enough room if ( !m_bFlush && bHasEnoughMemory && m_bIsDynamic ) { map = ( m_nFirstUnwrittenOffset == 0 ) ? D3D10_MAP_WRITE_DISCARD : D3D10_MAP_WRITE_NO_OVERWRITE; } else { map = D3D10_MAP_WRITE_DISCARD; m_nFirstUnwrittenOffset = 0; m_bFlush = false; } } hr = m_pIndexBuffer->Map( map, 0, &pLockedData ); if ( FAILED( hr ) ) { Warning( "Failed to lock index buffer in CIndexBufferDx10::Lock\n" ); goto indexBufferLockFailed; } desc.m_pIndices = (unsigned short*)( (unsigned char*)pLockedData + m_nFirstUnwrittenOffset ); desc.m_nIndexSize = IndexSize() >> 1; desc.m_nFirstIndex = 0; desc.m_nOffset = m_nFirstUnwrittenOffset; m_bIsLocked = true; return true; indexBufferLockFailed: g_ShaderMutex.Unlock(); // Set up a bogus index descriptor desc.m_pIndices = (unsigned short*)( &s_nScratchIndexBuffer ); desc.m_nFirstIndex = 0; desc.m_nIndexSize = 0; desc.m_nOffset = 0; return false; } void CIndexBufferDx10::Unlock( int nWrittenIndexCount, IndexDesc_t &desc ) { Assert( nWrittenIndexCount <= m_nIndexCount ); // NOTE: This can happen if the lock occurs during alt-tab // or if another application is initializing if ( !m_bIsLocked ) return; if ( m_pIndexBuffer ) { m_pIndexBuffer->Unmap(); } m_nFirstUnwrittenOffset += nWrittenIndexCount * IndexSize(); m_bIsLocked = false; g_ShaderMutex.Unlock(); } //----------------------------------------------------------------------------- // Locks, unlocks an existing mesh //----------------------------------------------------------------------------- void CIndexBufferDx10::ModifyBegin( bool bReadOnly, int nFirstIndex, int nIndexCount, IndexDesc_t& desc ) { Assert( 0 ); } void CIndexBufferDx10::ModifyEnd( IndexDesc_t& desc ) { } //----------------------------------------------------------------------------- // // The empty mesh... // //----------------------------------------------------------------------------- CMeshDx10::CMeshDx10() { m_pVertexMemory = new unsigned char[VERTEX_BUFFER_SIZE]; } CMeshDx10::~CMeshDx10() { delete[] m_pVertexMemory; } void CMeshDx10::LockMesh( int numVerts, int numIndices, MeshDesc_t& desc ) { // Who cares about the data? desc.m_pPosition = (float*)m_pVertexMemory; desc.m_pNormal = (float*)m_pVertexMemory; desc.m_pColor = m_pVertexMemory; int i; for ( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i) desc.m_pTexCoord[i] = (float*)m_pVertexMemory; desc.m_pIndices = (unsigned short*)m_pVertexMemory; desc.m_pBoneWeight = (float*)m_pVertexMemory; desc.m_pBoneMatrixIndex = (unsigned char*)m_pVertexMemory; desc.m_pTangentS = (float*)m_pVertexMemory; desc.m_pTangentT = (float*)m_pVertexMemory; desc.m_pUserData = (float*)m_pVertexMemory; desc.m_NumBoneWeights = 2; desc.m_VertexSize_Position = 0; desc.m_VertexSize_BoneWeight = 0; desc.m_VertexSize_BoneMatrixIndex = 0; desc.m_VertexSize_Normal = 0; desc.m_VertexSize_Color = 0; for( i=0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ ) desc.m_VertexSize_TexCoord[i] = 0; desc.m_VertexSize_TangentS = 0; desc.m_VertexSize_TangentT = 0; desc.m_VertexSize_UserData = 0; desc.m_ActualVertexSize = 0; // Size of the vertices.. Some of the m_VertexSize_ elements above desc.m_nFirstVertex = 0; desc.m_nIndexSize = 0; } void CMeshDx10::UnlockMesh( int numVerts, int numIndices, MeshDesc_t& desc ) { } void CMeshDx10::ModifyBeginEx( bool bReadOnly, int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc ) { // Who cares about the data? desc.m_pPosition = (float*)m_pVertexMemory; desc.m_pNormal = (float*)m_pVertexMemory; desc.m_pColor = m_pVertexMemory; int i; for ( i = 0; i < VERTEX_MAX_TEXTURE_COORDINATES; ++i) desc.m_pTexCoord[i] = (float*)m_pVertexMemory; desc.m_pIndices = (unsigned short*)m_pVertexMemory; desc.m_pBoneWeight = (float*)m_pVertexMemory; desc.m_pBoneMatrixIndex = (unsigned char*)m_pVertexMemory; desc.m_pTangentS = (float*)m_pVertexMemory; desc.m_pTangentT = (float*)m_pVertexMemory; desc.m_pUserData = (float*)m_pVertexMemory; desc.m_NumBoneWeights = 2; desc.m_VertexSize_Position = 0; desc.m_VertexSize_BoneWeight = 0; desc.m_VertexSize_BoneMatrixIndex = 0; desc.m_VertexSize_Normal = 0; desc.m_VertexSize_Color = 0; for( i=0; i < VERTEX_MAX_TEXTURE_COORDINATES; i++ ) desc.m_VertexSize_TexCoord[i] = 0; desc.m_VertexSize_TangentS = 0; desc.m_VertexSize_TangentT = 0; desc.m_VertexSize_UserData = 0; desc.m_ActualVertexSize = 0; // Size of the vertices.. Some of the m_VertexSize_ elements above desc.m_nFirstVertex = 0; desc.m_nIndexSize = 0; } void CMeshDx10::ModifyBegin( int firstVertex, int numVerts, int firstIndex, int numIndices, MeshDesc_t& desc ) { ModifyBeginEx( false, firstVertex, numVerts, firstIndex, numIndices, desc ); } void CMeshDx10::ModifyEnd( MeshDesc_t& desc ) { } // returns the # of vertices (static meshes only) int CMeshDx10::VertexCount() const { return 0; } // Sets the primitive type void CMeshDx10::SetPrimitiveType( MaterialPrimitiveType_t type ) { } // Draws the entire mesh void CMeshDx10::Draw( int firstIndex, int numIndices ) { } void CMeshDx10::Draw(CPrimList *pPrims, int nPrims) { } // Copy verts and/or indices to a mesh builder. This only works for temp meshes! void CMeshDx10::CopyToMeshBuilder( int iStartVert, // Which vertices to copy. int nVerts, int iStartIndex, // Which indices to copy. int nIndices, int indexOffset, // This is added to each index. CMeshBuilder &builder ) { } // Spews the mesh data void CMeshDx10::Spew( int numVerts, int numIndices, const MeshDesc_t & desc ) { } void CMeshDx10::ValidateData( int numVerts, int numIndices, const MeshDesc_t & desc ) { } // gets the associated material IMaterial* CMeshDx10::GetMaterial() { // umm. this don't work none Assert(0); return 0; }