//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsD3D11IndexBuffer.h" #include "BsD3D11Device.h" #include "Profiling/BsRenderStats.h" namespace bs { namespace ct { D3D11IndexBuffer::D3D11IndexBuffer(D3D11Device& device, const INDEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask) :IndexBuffer(desc, deviceMask), mBuffer(nullptr), mDevice(device), mUsage(desc.usage) { assert((deviceMask == GDF_DEFAULT || deviceMask == GDF_PRIMARY) && "Multiple GPUs not supported natively on DirectX."); } D3D11IndexBuffer::~D3D11IndexBuffer() { if (mBuffer != nullptr) bs_delete(mBuffer); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_IndexBuffer); } void D3D11IndexBuffer::initialize() { mBuffer = bs_new(D3D11HardwareBuffer::BT_INDEX, mUsage, 1, mSize, std::ref(mDevice), false); BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_IndexBuffer); IndexBuffer::initialize(); } void* D3D11IndexBuffer::map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx) { #if BS_PROFILING_ENABLED if (options == GBL_READ_ONLY || options == GBL_READ_WRITE) { BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer); } if (options == GBL_READ_WRITE || options == GBL_WRITE_ONLY || options == GBL_WRITE_ONLY_DISCARD || options == GBL_WRITE_ONLY_NO_OVERWRITE) { BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer); } #endif return mBuffer->lock(offset, length, options); } void D3D11IndexBuffer::unmap() { mBuffer->unlock(); } void D3D11IndexBuffer::readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx, UINT32 queueIdx) { mBuffer->readData(offset, length, dest); BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer); } void D3D11IndexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags, UINT32 queueIdx) { mBuffer->writeData(offset, length, pSource, writeFlags); BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer); } void D3D11IndexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer, const SPtr& commandBuffer) { mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer, commandBuffer); } }}