warn if the vertex buffer hasn't been updated for the current frame. This is important because the buffer will use data from two or three frames prior (double/triple buffering), and thus will be out-of-sync in a bad way.
assert if dynamic vertex buffer object was freed before the draw was executed. Technically this isn't required in DirectX since it ref-counts things and won't free the DX11 internal object until it's been removed from the pipeline state. But it's not behavior we want to rely upon.
The second item needs work. Currently it only checks validity at the point of the first draw call. It should check validity on all draw calls up until the point the resource has been unbound from the pipeline state.
Adds following checks for Dynamic Vertex Buffers:
warn if the vertex buffer hasn't been updated for the current frame. This is important because the buffer will use data from two or three frames prior (double/triple buffering), and thus will be out-of-sync in a bad way.
assert if dynamic vertex buffer object was freed before the draw was executed. Technically this isn't required in DirectX since it ref-counts things and won't free the DX11 internal object until it's been removed from the pipeline state. But it's not behavior we want to rely upon.
The second item needs work. Currently it only checks validity at the point of the first draw call. It should check validity on all draw calls up until the point the resource has been unbound from the pipeline state.