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136 lines
2.9 KiB
136 lines
2.9 KiB
#include "pch.cpp"
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#pragma hdrstop
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CHandleFactory::CHandleFactory() : m_Handles()
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{
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m_Free = __INVALIDHANDLE;
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}
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CHandleFactory::CHandleFactory(DWORD dwGrowSize) : m_Handles()
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{
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m_Free = __INVALIDHANDLE;
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m_Handles.SetGrowSize(dwGrowSize);
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}
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DWORD
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CHandleFactory::CreateNewHandle( LPD3DBASEOBJ pObj )
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{
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DWORD handle = m_Free;
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if (m_Free != __INVALIDHANDLE)
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{
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m_Free = m_Handles[m_Free].m_Next;
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}
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else
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{
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handle = m_Handles.GetSize();
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m_Free = handle + 1;
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if( FAILED(m_Handles.Grow( m_Free )) )
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return __INVALIDHANDLE;
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DWORD dwSize = m_Handles.GetSize();
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for( DWORD i = handle; i<dwSize; i++ )
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{
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m_Handles[i].m_Next = i+1;
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}
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m_Handles[dwSize-1].m_Next = __INVALIDHANDLE;
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}
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#if DBG
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DDASSERT(m_Handles[handle].m_tag == 0);
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m_Handles[handle].m_tag = 1;
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#endif
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DDASSERT(m_Handles[handle].m_pObj == NULL);
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m_Handles[handle].m_pObj = pObj;
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return handle;
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}
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LPD3DBASEOBJ
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CHandleFactory::GetObject( DWORD dwHandle ) const
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{
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if( m_Handles.Check( dwHandle ) )
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{
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return m_Handles[dwHandle].m_pObj;
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}
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else
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{
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// The handle doesnt exist
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return NULL;
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}
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}
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BOOL
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CHandleFactory::SetObject( DWORD dwHandle, LPD3DBASEOBJ pObject)
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{
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if( m_Handles.Check( dwHandle ) )
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{
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m_Handles[dwHandle].m_pObj = pObject;
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return TRUE;
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}
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else
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{
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// The handle doesnt exist
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return FALSE;
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}
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}
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void
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CHandleFactory::ReleaseHandle(DWORD handle, BOOL bDeleteObject)
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{
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DDASSERT(handle < m_Handles.GetSize());
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#if DBG
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DDASSERT(m_Handles[handle].m_tag != 0);
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m_Handles[handle].m_tag = 0;
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#endif
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if( m_Handles[handle].m_pObj)
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{
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if (bDeleteObject)
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delete m_Handles[handle].m_pObj;
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m_Handles[handle].m_pObj = NULL;
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}
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m_Handles[handle].m_Next = m_Free;
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m_Free = handle;
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}
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//////////////////////////////////////////////////////////////////////////////
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DWORD
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CVShaderHandleFactory::CreateNewHandle( LPVSHADER pVShader )
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{
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DWORD dwHandle = CHandleFactory::CreateNewHandle( (LPD3DBASEOBJ)pVShader );
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// Now munge the handle. The algorithm is to shift left by one and
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// set the LSB to 1.
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dwHandle <<= 1;
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return (dwHandle | 0x1);
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}
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LPD3DBASEOBJ
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CVShaderHandleFactory::GetObject( DWORD dwHandle ) const
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{
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DWORD dwIndex = dwHandle >> 1;
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return CHandleFactory::GetObject( dwIndex );
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}
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BOOL
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CVShaderHandleFactory::SetObject( DWORD dwHandle, LPD3DBASEOBJ pObject)
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{
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DWORD dwIndex = dwHandle >> 1;
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return CHandleFactory::SetObject( dwIndex, pObject );
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}
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void
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CVShaderHandleFactory::ReleaseHandle(DWORD dwHandle, BOOL bDeleteObject)
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{
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DWORD dwIndex = dwHandle >> 1;
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CHandleFactory::ReleaseHandle( dwIndex, bDeleteObject );
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}
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