#pragma once #include "BsD3D11Prerequisites.h" #include "BsIndexBuffer.h" #include "BsD3D11HardwareBuffer.h" namespace BansheeEngine { /** * @brief DirectX 11 implementation of an index buffer. */ class BS_D3D11_EXPORT D3D11IndexBufferCore : public IndexBufferCore { public: D3D11IndexBufferCore(D3D11Device& device, IndexType idxType, UINT32 numIndexes, GpuBufferUsage usage); ~D3D11IndexBufferCore(); /** * @copydoc IndexBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* pDest) override; /** * @copydoc IndexBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal) override; /** * @copydoc IndexBufferCore::copyData */ void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false) override; /** * @brief Gets the internal DX11 index buffer object. */ ID3D11Buffer* getD3DIndexBuffer() const { return mBuffer->getD3DBuffer(); } protected: /** * @copydoc IndexBufferCore::lockImpl */ void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options) override; /** * @copydoc IndexBufferCore::unlockImpl */ void unlockImpl() override; /** * @copydoc IndexBufferCore::initialize */ void initialize() override; D3D11HardwareBuffer* mBuffer; D3D11Device& mDevice; }; }