ported to DX9

This commit is contained in:
d1str4ught
2025-08-19 03:18:56 +02:00
parent 97a82baa4a
commit e87b6fc67b
130 changed files with 19303 additions and 10435 deletions

View File

@@ -6,11 +6,11 @@
kind. NVIDIA makes no guarantee of its fitness for a particular purpose and is
not liable under any circumstances for any damages or loss whatsoever arising
from the use or inability to use this file or items derived from it.
Comments:
A simple class to manage rendering state. Created as a singleton.
Create it as a static global, or with new. It doesn't matter as long as it is created
Comments:
A simple class to manage rendering state. Created as a singleton.
Create it as a static global, or with new. It doesn't matter as long as it is created
before you use the CStateManager::GetSingleton() API to get a reference to it.
Call it with STATEMANAGER.SetRenderState(...)
@@ -22,7 +22,7 @@
There are two levels of caching:
- All Sets/Saves/Restores are tracked for redundancy. This reduces the size of the batch to
be flushed
- The flush function is called before rendering, and only copies state that is
- The flush function is called before rendering, and only copies state that is
different from the current chip state.
If you get an assert it is probably because an API call failed.
@@ -35,14 +35,14 @@
The state manager holds a reference to the d3d device.
- cmaughan@nvidia.com
******************************************************************************/
#ifndef __CSTATEMANAGER_H
#define __CSTATEMANAGER_H
#include <d3d8.h>
#include <d3dx8.h>
#include <d3d9.h>
#include <d3dx9.h>
#include <vector>
@@ -64,38 +64,40 @@ static const DWORD STATEMANAGER_MAX_PCONSTANTS = 8;
static const DWORD STATEMANAGER_MAX_TRANSFORMSTATES = 300; // World1 lives way up there...
static const DWORD STATEMANAGER_MAX_STREAMS = 16;
static DWORD gs_DefaultRenderStates[STATEMANAGER_MAX_RENDERSTATES];
class CStreamData
{
public:
CStreamData(LPDIRECT3DVERTEXBUFFER8 pStreamData = NULL, UINT Stride = 0) : m_lpStreamData(pStreamData), m_Stride(Stride)
{
}
public:
CStreamData(LPDIRECT3DVERTEXBUFFER9 pStreamData = NULL, UINT Stride = 0) : m_lpStreamData(pStreamData), m_Stride(Stride)
{
}
bool operator == (const CStreamData& rhs) const
{
return ((m_lpStreamData == rhs.m_lpStreamData) && (m_Stride == rhs.m_Stride));
}
bool operator == (const CStreamData& rhs) const
{
return ((m_lpStreamData == rhs.m_lpStreamData) && (m_Stride == rhs.m_Stride));
}
LPDIRECT3DVERTEXBUFFER8 m_lpStreamData;
UINT m_Stride;
LPDIRECT3DVERTEXBUFFER9 m_lpStreamData;
UINT m_Stride;
};
class CIndexData
{
public:
CIndexData(LPDIRECT3DINDEXBUFFER8 pIndexData = NULL, UINT BaseVertexIndex = 0)
: m_lpIndexData(pIndexData),
public:
CIndexData(LPDIRECT3DINDEXBUFFER9 pIndexData = NULL, UINT BaseVertexIndex = 0)
: m_lpIndexData(pIndexData),
m_BaseVertexIndex(BaseVertexIndex)
{
}
{
}
bool operator == (const CIndexData& rhs) const
{
return ((m_lpIndexData == rhs.m_lpIndexData) && (m_BaseVertexIndex == rhs.m_BaseVertexIndex));
}
bool operator == (const CIndexData& rhs) const
{
return ((m_lpIndexData == rhs.m_lpIndexData) && (m_BaseVertexIndex == rhs.m_BaseVertexIndex));
}
LPDIRECT3DINDEXBUFFER8 m_lpIndexData;
UINT m_BaseVertexIndex;
LPDIRECT3DINDEXBUFFER9 m_lpIndexData;
UINT m_BaseVertexIndex;
};
// State types managed by the class
@@ -116,223 +118,271 @@ typedef enum eStateType
class CStateID
{
public:
CStateID(eStateType Type, DWORD dwValue0 = 0, DWORD dwValue1 = 0)
: m_Type(Type),
public:
CStateID(eStateType Type, DWORD dwValue0 = 0, DWORD dwValue1 = 0)
: m_Type(Type),
m_dwValue0(dwValue0),
m_dwValue1(dwValue1)
{
}
{
}
CStateID(eStateType Type, DWORD dwStage, D3DTEXTURESTAGESTATETYPE StageType)
: m_Type(Type),
CStateID(eStateType Type, DWORD dwStage, D3DTEXTURESTAGESTATETYPE StageType)
: m_Type(Type),
m_dwStage(dwStage),
m_TextureStageStateType(StageType)
{
}
{
}
CStateID(eStateType Type, D3DRENDERSTATETYPE RenderType)
: m_Type(Type),
CStateID(eStateType Type, D3DRENDERSTATETYPE RenderType)
: m_Type(Type),
m_RenderStateType(RenderType)
{
}
{
}
eStateType m_Type;
eStateType m_Type;
union
{
DWORD m_dwValue0;
DWORD m_dwStage;
D3DRENDERSTATETYPE m_RenderStateType;
D3DTRANSFORMSTATETYPE m_TransformStateType;
};
union
{
DWORD m_dwValue0;
DWORD m_dwStage;
D3DRENDERSTATETYPE m_RenderStateType;
D3DTRANSFORMSTATETYPE m_TransformStateType;
};
union
{
DWORD m_dwValue1;
D3DTEXTURESTAGESTATETYPE m_TextureStageStateType;
};
union
{
DWORD m_dwValue1;
D3DTEXTURESTAGESTATETYPE m_TextureStageStateType;
};
};
typedef std::vector<CStateID> TStateID;
class CStateManagerState
{
public:
CStateManagerState()
{
}
public:
CStateManagerState()
{
}
void ResetState()
{
DWORD i, y;
void ResetState()
{
DWORD i, y;
for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; i++)
m_RenderStates[i] = 0x7FFFFFFF;
for (i = 0; i < STATEMANAGER_MAX_RENDERSTATES; i++)
m_RenderStates[i] = gs_DefaultRenderStates[i];
for (i = 0; i < STATEMANAGER_MAX_STAGES; i++)
for (y = 0; y < STATEMANAGER_MAX_TEXTURESTATES; y++)
m_TextureStates[i][y] = 0x7FFFFFFF;
for (i = 0; i < STATEMANAGER_MAX_STAGES; i++)
for (y = 0; y < STATEMANAGER_MAX_TEXTURESTATES; y++)
m_TextureStates[i][y] = 0x7FFFFFFF;
for (i = 0; i < STATEMANAGER_MAX_STREAMS; i++)
m_StreamData[i] = CStreamData();
for (i = 0; i < STATEMANAGER_MAX_STREAMS; i++)
m_StreamData[i] = CStreamData();
m_IndexData = CIndexData();
m_IndexData = CIndexData();
for (i = 0; i < STATEMANAGER_MAX_STAGES; i++)
m_Textures[i] = NULL;
for (i = 0; i < STATEMANAGER_MAX_STAGES; i++)
m_Textures[i] = NULL;
// Matrices and constants are not cached, just restored. It's silly to check all the
// data elements (by which time the driver could have been sent them).
for (i = 0; i < STATEMANAGER_MAX_TRANSFORMSTATES; i++)
D3DXMatrixIdentity(&m_Matrices[i]);
// Matrices and constants are not cached, just restored. It's silly to check all the
// data elements (by which time the driver could have been sent them).
for (i = 0; i < STATEMANAGER_MAX_TRANSFORMSTATES; i++)
D3DXMatrixIdentity(&m_Matrices[i]);
for (i = 0; i < STATEMANAGER_MAX_VCONSTANTS; i++)
m_VertexShaderConstants[i] = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f);
for (i = 0; i < STATEMANAGER_MAX_VCONSTANTS; i++)
m_VertexShaderConstants[i] = D3DXVECTOR4(0, 0, 0, 0);
for (i = 0; i < STATEMANAGER_MAX_PCONSTANTS; i++)
m_PixelShaderConstants[i] = D3DXVECTOR4(0.0f, 0.0f, 0.0f, 0.0f);
for (i = 0; i < STATEMANAGER_MAX_PCONSTANTS; i++)
m_PixelShaderConstants[i] = D3DXVECTOR4(0, 0, 0, 0);
m_dwPixelShader = 0;
m_dwVertexShader = D3DFVF_XYZ;
m_dwPixelShader = 0;
m_dwVertexShader = 0;
m_dwVertexDeclaration = 0;
m_dwFVF = D3DFVF_XYZ;
m_bVertexProcessing = FALSE;
}
ZeroMemory(&m_Matrices, sizeof(D3DXMATRIX) * STATEMANAGER_MAX_TRANSFORMSTATES);
}
// Renderstates
DWORD m_RenderStates[STATEMANAGER_MAX_RENDERSTATES];
// Renderstates
DWORD m_RenderStates[STATEMANAGER_MAX_RENDERSTATES];
// Texture stage states
DWORD m_TextureStates[STATEMANAGER_MAX_STAGES][STATEMANAGER_MAX_TEXTURESTATES];
DWORD m_SamplerStates[STATEMANAGER_MAX_STAGES][STATEMANAGER_MAX_TEXTURESTATES];
// Texture stage states
DWORD m_TextureStates[STATEMANAGER_MAX_STAGES][STATEMANAGER_MAX_TEXTURESTATES];
// Vertex shader constants
D3DXVECTOR4 m_VertexShaderConstants[STATEMANAGER_MAX_VCONSTANTS];
// Vertex shader constants
D3DXVECTOR4 m_VertexShaderConstants[STATEMANAGER_MAX_VCONSTANTS];
// Pixel shader constants
D3DXVECTOR4 m_PixelShaderConstants[STATEMANAGER_MAX_PCONSTANTS];
// Pixel shader constants
D3DXVECTOR4 m_PixelShaderConstants[STATEMANAGER_MAX_PCONSTANTS];
// Textures
LPDIRECT3DBASETEXTURE9 m_Textures[STATEMANAGER_MAX_STAGES];
// Textures
LPDIRECT3DBASETEXTURE8 m_Textures[STATEMANAGER_MAX_STAGES];
// Shaders
LPDIRECT3DPIXELSHADER9 m_dwPixelShader;
LPDIRECT3DVERTEXSHADER9 m_dwVertexShader;
LPDIRECT3DVERTEXDECLARATION9 m_dwVertexDeclaration;
DWORD m_dwFVF;
// Shaders
DWORD m_dwPixelShader;
DWORD m_dwVertexShader;
D3DXMATRIX m_Matrices[STATEMANAGER_MAX_TRANSFORMSTATES];
D3DXMATRIX m_Matrices[STATEMANAGER_MAX_TRANSFORMSTATES];
D3DMATERIAL9 m_D3DMaterial;
D3DMATERIAL8 m_D3DMaterial;
CStreamData m_StreamData[STATEMANAGER_MAX_STREAMS];
CIndexData m_IndexData;
CStreamData m_StreamData[STATEMANAGER_MAX_STREAMS];
CIndexData m_IndexData;
BOOL m_bVertexProcessing;
};
class CStateManager : public CSingleton<CStateManager>
{
public:
CStateManager(LPDIRECT3DDEVICE8 lpDevice);
virtual ~CStateManager();
public:
CStateManager(LPDIRECT3DDEVICE9 lpDevice);
virtual ~CStateManager();
void SetDefaultState();
void Restore();
void SetDefaultState();
void Restore();
bool BeginScene();
void EndScene();
// Material
void SaveMaterial();
void SaveMaterial(const D3DMATERIAL8 * pMaterial);
void RestoreMaterial();
void SetMaterial(const D3DMATERIAL8 * pMaterial);
void GetMaterial(D3DMATERIAL8 * pMaterial);
bool BeginScene();
void EndScene();
void SetLight(DWORD index, CONST D3DLIGHT8* pLight);
void GetLight(DWORD index, D3DLIGHT8* pLight);
// Material
void SaveMaterial();
void SaveMaterial(const D3DMATERIAL9* pMaterial);
void RestoreMaterial();
void SetMaterial(const D3DMATERIAL9* pMaterial);
void GetMaterial(D3DMATERIAL9* pMaterial);
// Renderstates
void SaveRenderState(D3DRENDERSTATETYPE Type, DWORD dwValue);
void RestoreRenderState(D3DRENDERSTATETYPE Type);
void SetRenderState(D3DRENDERSTATETYPE Type, DWORD Value);
void GetRenderState(D3DRENDERSTATETYPE Type, DWORD * pdwValue);
void SetLight(DWORD index, CONST D3DLIGHT9* pLight);
void GetLight(DWORD index, D3DLIGHT9* pLight);
// Textures
void SaveTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture);
void RestoreTexture(DWORD dwStage);
void SetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 pTexture);
void GetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE8 * ppTexture);
// Renderstates
void SaveRenderState(D3DRENDERSTATETYPE Type, DWORD dwValue);
void RestoreRenderState(D3DRENDERSTATETYPE Type);
void SetRenderState(D3DRENDERSTATETYPE Type, DWORD Value);
void GetRenderState(D3DRENDERSTATETYPE Type, DWORD* pdwValue);
// Texture stage states
void SaveTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue);
void RestoreTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type);
void SetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue);
void GetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD * pdwValue);
void SetBestFiltering(DWORD dwStage); // if possible set anisotropy filtering, or use trilinear
// Textures
void SaveTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE9 pTexture);
void RestoreTexture(DWORD dwStage);
void SetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE9 pTexture);
void GetTexture(DWORD dwStage, LPDIRECT3DBASETEXTURE9* ppTexture);
// Vertex Shader
void SaveVertexShader(DWORD dwShader);
void RestoreVertexShader();
void SetVertexShader(DWORD dwShader);
void GetVertexShader(DWORD * pdwShader);
// Texture stage states
void SaveTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue);
void RestoreTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type);
void SetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD dwValue);
void GetTextureStageState(DWORD dwStage, D3DTEXTURESTAGESTATETYPE Type, DWORD* pdwValue);
void SetBestFiltering(DWORD dwStage); // if possible set anisotropy filtering, or use trilinear
// Pixel Shader
void SavePixelShader(DWORD dwShader);
void RestorePixelShader();
void SetPixelShader(DWORD dwShader);
void GetPixelShader(DWORD * pdwShader);
// Sampler states
void SaveSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type, DWORD dwValue);
void RestoreSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type);
void SetSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type, DWORD dwValue);
void GetSamplerState(DWORD dwStage, D3DSAMPLERSTATETYPE Type, DWORD* pdwValue);
// *** These states are cached, but not protected from multiple sends of the same value.
// Transform
void SaveTransform(D3DTRANSFORMSTATETYPE Transform, const D3DMATRIX* pMatrix);
void RestoreTransform(D3DTRANSFORMSTATETYPE Transform);
// Vertex Shader
void SaveVertexShader(LPDIRECT3DVERTEXSHADER9 dwShader);
void RestoreVertexShader();
void SetVertexShader(LPDIRECT3DVERTEXSHADER9 dwShader);
void GetVertexShader(LPDIRECT3DVERTEXSHADER9* pdwShader);
// Don't cache-check the transform. To much to do
void SetTransform(D3DTRANSFORMSTATETYPE Type, const D3DMATRIX* pMatrix);
void GetTransform(D3DTRANSFORMSTATETYPE Type, D3DMATRIX * pMatrix);
// Vertex Declaration
void SaveVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 dwShader);
void RestoreVertexDeclaration();
void SetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9 dwShader);
void GetVertexDeclaration(LPDIRECT3DVERTEXDECLARATION9* pdwShader);
// SetVertexShaderConstant
void SaveVertexShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
void RestoreVertexShaderConstant(DWORD dwRegister, DWORD dwConstantCount);
void SetVertexShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
// FVF
void SaveFVF(DWORD dwShader);
void RestoreFVF();
void SetFVF(DWORD dwShader);
void GetFVF(DWORD* pdwShader);
// SetPixelShaderConstant
void SavePixelShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
void RestorePixelShaderConstant(DWORD dwRegister, DWORD dwConstantCount);
void SetPixelShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
// Pixel Shader
void SavePixelShader(LPDIRECT3DPIXELSHADER9 dwShader);
void RestorePixelShader();
void SetPixelShader(LPDIRECT3DPIXELSHADER9 dwShader);
void GetPixelShader(LPDIRECT3DPIXELSHADER9* pdwShader);
void SaveStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT Stride);
void RestoreStreamSource(UINT StreamNumber);
void SetStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER8 pStreamData, UINT Stride);
// *** These states are cached, but not protected from multiple sends of the same value.
// Transform
void SaveTransform(D3DTRANSFORMSTATETYPE Transform, const D3DXMATRIX* pMatrix);
void RestoreTransform(D3DTRANSFORMSTATETYPE Transform);
void SaveIndices(LPDIRECT3DINDEXBUFFER8 pIndexData, UINT BaseVertexIndex);
void RestoreIndices();
void SetIndices(LPDIRECT3DINDEXBUFFER8 pIndexData,UINT BaseVertexIndex);
HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
HRESULT DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount);
HRESULT DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void * pIndexData, D3DFORMAT IndexDataFormat, CONST void * pVertexStreamZeroData, UINT VertexStreamZeroStride);
// VertexProcessing
void SaveVertexProcessing(BOOL IsON);
void RestoreVertexProcessing();
// Codes For Debug
DWORD GetRenderState(D3DRENDERSTATETYPE Type);
// Don't cache-check the transform. To much to do
void SetTransform(D3DTRANSFORMSTATETYPE Type, const D3DXMATRIX* pMatrix);
void GetTransform(D3DTRANSFORMSTATETYPE Type, D3DXMATRIX* pMatrix);
private:
void SetDevice(LPDIRECT3DDEVICE8 lpDevice);
// SetVertexShaderConstant
void SaveVertexShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
void RestoreVertexShaderConstant(DWORD dwRegister, DWORD dwConstantCount);
void SetVertexShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
private:
CStateManagerState m_ChipState;
CStateManagerState m_CurrentState;
CStateManagerState m_CopyState;
TStateID m_DirtyStates;
bool m_bForce;
bool m_bScene;
DWORD m_dwBestMinFilter;
DWORD m_dwBestMagFilter;
LPDIRECT3DDEVICE8 m_lpD3DDev;
// SetPixelShaderConstant
void SavePixelShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
void RestorePixelShaderConstant(DWORD dwRegister, DWORD dwConstantCount);
void SetPixelShaderConstant(DWORD dwRegister, CONST void* pConstantData, DWORD dwConstantCount);
void SaveStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER9 pStreamData, UINT Stride);
void RestoreStreamSource(UINT StreamNumber);
void SetStreamSource(UINT StreamNumber, LPDIRECT3DVERTEXBUFFER9 pStreamData, UINT Stride);
void SaveIndices(LPDIRECT3DINDEXBUFFER9 pIndexData, UINT BaseVertexIndex);
void RestoreIndices();
void SetIndices(LPDIRECT3DINDEXBUFFER9 pIndexData, UINT BaseVertexIndex);
HRESULT DrawPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT StartVertex, UINT PrimitiveCount);
HRESULT DrawPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT PrimitiveCount, const void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
HRESULT DrawIndexedPrimitive(D3DPRIMITIVETYPE PrimitiveType, UINT minIndex, UINT NumVertices, UINT startIndex, UINT primCount);
HRESULT DrawIndexedPrimitiveUP(D3DPRIMITIVETYPE PrimitiveType, UINT MinVertexIndex, UINT NumVertexIndices, UINT PrimitiveCount, CONST void* pIndexData, D3DFORMAT IndexDataFormat, CONST void* pVertexStreamZeroData, UINT VertexStreamZeroStride);
// Codes For Debug
DWORD GetRenderState(D3DRENDERSTATETYPE Type);
void StateManager_Capture();
void StateManager_Apply();
LPDIRECT3DDEVICE9 GetDevice();
#ifdef _DEBUG
// Saving Flag
BOOL m_bRenderStateSavingFlag[STATEMANAGER_MAX_RENDERSTATES];
BOOL m_bTextureStageStateSavingFlag[STATEMANAGER_MAX_STAGES][STATEMANAGER_MAX_TEXTURESTATES];
BOOL m_bTransformSavingFlag[STATEMANAGER_MAX_TRANSFORMSTATES];
void ResetDrawCallCounter();
int GetDrawCallCount() const;
#endif
private:
void SetDevice(LPDIRECT3DDEVICE9 lpDevice);
private:
CStateManagerState m_ChipState;
CStateManagerState m_CurrentState;
CStateManagerState m_CopyState;
TStateID m_DirtyStates;
bool m_bForce;
bool m_bScene;
DWORD m_dwBestMinFilter;
DWORD m_dwBestMagFilter;
LPDIRECT3DDEVICE9 m_lpD3DDev;
CStateManagerState m_ChipState_Copy;
CStateManagerState m_CurrentState_Copy;
CStateManagerState m_CopyState_Copy;
TStateID m_DirtyStates_Copy;
#ifdef _DEBUG
// Saving Flag
BOOL m_bRenderStateSavingFlag[STATEMANAGER_MAX_RENDERSTATES];
BOOL m_bTextureStageStateSavingFlag[STATEMANAGER_MAX_STAGES][STATEMANAGER_MAX_TEXTURESTATES];
BOOL m_bSamplerStateSavingFlag[STATEMANAGER_MAX_STAGES][STATEMANAGER_MAX_TEXTURESTATES];
BOOL m_bTransformSavingFlag[STATEMANAGER_MAX_TRANSFORMSTATES];
int m_iDrawCallCount;
int m_iLastDrawCallCount;
#endif _DEBUG
};