#include "BsD3D11GpuParamBlockBuffer.h" #include "BsD3D11HardwareBuffer.h" #include "BsD3D11RenderAPI.h" #include "BsD3D11Device.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D11GpuParamBlockBufferCore::D3D11GpuParamBlockBufferCore(UINT32 size, GpuParamBlockUsage usage) :GpuParamBlockBufferCore(size, usage), mBuffer(nullptr) { } D3D11GpuParamBlockBufferCore::~D3D11GpuParamBlockBufferCore() { if (mBuffer != nullptr) bs_delete(mBuffer); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuParamBuffer); } void D3D11GpuParamBlockBufferCore::initialize() { D3D11RenderAPI* d3d11rs = static_cast(RenderAPICore::instancePtr()); D3D11Device& device = d3d11rs->getPrimaryDevice(); if(mUsage == GPBU_STATIC) mBuffer = bs_new(D3D11HardwareBuffer::BT_CONSTANT, GBU_STATIC, 1, mSize, std::ref(device)); else if(mUsage == GPBU_DYNAMIC) mBuffer = bs_new(D3D11HardwareBuffer::BT_CONSTANT, GBU_DYNAMIC, 1, mSize, std::ref(device)); else BS_EXCEPT(InternalErrorException, "Invalid gpu param block usage."); BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuParamBuffer); GpuParamBlockBufferCore::initialize(); } ID3D11Buffer* D3D11GpuParamBlockBufferCore::getD3D11Buffer() const { return mBuffer->getD3DBuffer(); } void D3D11GpuParamBlockBufferCore::writeToGPU(const UINT8* data) { mBuffer->writeData(0, mSize, data, BufferWriteType::Discard); BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuParamBuffer); } void D3D11GpuParamBlockBufferCore::readFromGPU(UINT8* data) const { mBuffer->readData(0, mSize, data); BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuParamBuffer); } }