//------------------------------------------------------------------------------------ void D3D11Buffer::Unlock() { if (m_usage & eBufferUsage_Dynamic) { g_pRenderSys->GetDeviceContext()->Unmap(m_pBuf, 0); } else { UpdateBuf(m_pShadowBuf); } }
gmdString& gmdPipeReader::Read() { int nread; do { nread = UpdateBuf(); if(nread > 0) { buf[nread] = 0; data += buf; } #ifdef _WIN32 } while(nread >= 0); #else } while(nread > 0);