#include "BsD3D11VertexBuffer.h" #include "BsD3D11Device.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D11VertexBufferCore::D3D11VertexBufferCore(D3D11Device& device, UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut) :VertexBufferCore(vertexSize, numVertices, usage, streamOut), mDevice(device), mStreamOut(streamOut), mBuffer(nullptr) { } D3D11VertexBufferCore::~D3D11VertexBufferCore() { if (mBuffer != nullptr) bs_delete(mBuffer); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer); } void* D3D11VertexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options) { #if BS_PROFILING_ENABLED if (options == GBL_READ_ONLY || options == GBL_READ_WRITE) { BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer); } 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_VertexBuffer); } #endif return mBuffer->lock(offset, length, options); } void D3D11VertexBufferCore::unlockImpl() { mBuffer->unlock(); } void D3D11VertexBufferCore::readData(UINT32 offset, UINT32 length, void* dest) { mBuffer->readData(offset, length, dest); BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer); } void D3D11VertexBufferCore::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags) { mBuffer->writeData(offset, length, source, writeFlags); BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer); } void D3D11VertexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer) { mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer); } void D3D11VertexBufferCore::initialize() { mBuffer = bs_new(D3D11HardwareBuffer::BT_VERTEX, mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory, mStreamOut); BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer); VertexBufferCore::initialize(); } }