#include "CmD3D11HardwareBufferManager.h" #include "CmD3D11VertexBuffer.h" #include "CmD3D11IndexBuffer.h" #include "CmD3D11GpuBuffer.h" #include "CmD3D11GpuParamBlock.h" #include "CmGpuParamDesc.h" namespace CamelotEngine { D3D11HardwareBufferManager::D3D11HardwareBufferManager(D3D11Device& device) : mDevice(device) { } D3D11HardwareBufferManager::~D3D11HardwareBufferManager() { } VertexBufferPtr D3D11HardwareBufferManager::createVertexBufferImpl(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut) { D3D11VertexBuffer* buffer = CM_NEW(D3D11VertexBuffer, PoolAlloc) D3D11VertexBuffer(mDevice, this, vertexSize, numVerts, usage, false, streamOut); return VertexBufferPtr(buffer, &CoreObject::_deleteDelayed); } IndexBufferPtr D3D11HardwareBufferManager::createIndexBufferImpl(IndexBuffer::IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) { D3D11IndexBuffer* buffer = CM_NEW(D3D11IndexBuffer, PoolAlloc) D3D11IndexBuffer(mDevice, this, itype, numIndexes, usage, false); return IndexBufferPtr(buffer, &CoreObject::_deleteDelayed); } GpuParamBlockPtr D3D11HardwareBufferManager::createGpuParamBlockImpl() { D3D11GpuParamBlock* paramBlock = CM_NEW(D3D11GpuParamBlock, PoolAlloc) D3D11GpuParamBlock(); return GpuParamBlockPtr(paramBlock, &CoreObject::_deleteDelayed); } GpuBufferPtr D3D11HardwareBufferManager::createGpuBufferImpl(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite, bool useCounter) { D3D11GpuBuffer* buffer = CM_NEW(D3D11GpuBuffer, PoolAlloc) D3D11GpuBuffer(elementCount, elementSize, type, usage, randomGpuWrite, useCounter); return GpuBufferPtr(buffer, &CoreObject::_deleteDelayed); } }