#pragma once #include "BsD3D11Prerequisites.h" #include "BsVertexBuffer.h" #include "BsD3D11HardwareBuffer.h" namespace BansheeEngine { /** * @brief DirectX 11 implementation of a vertex buffer. */ class BS_D3D11_EXPORT D3D11VertexBufferCore : public VertexBufferCore { public: D3D11VertexBufferCore(D3D11Device& device, UINT32 vertexSize, UINT32 numVertices, GpuBufferUsage usage, bool streamOut); ~D3D11VertexBufferCore(); /** * @copydoc VertexBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* pDest) override; /** * @copydoc VertexBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags = BufferWriteType::Normal) override; /** * @copydoc VertexBufferCore::copyData */ void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false) override; /** * @brief Get the D3D-specific index buffer */ ID3D11Buffer* getD3DVertexBuffer() const { return mBuffer->getD3DBuffer(); } protected: /** * @copydoc VertexBufferCore::lockImpl */ void* lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options) override; /** * @copydoc VertexBufferCore::unlockImpl */ void unlockImpl(void) override; /** * @copydoc VertexBufferCore::initialize */ void initialize() override; D3D11HardwareBuffer* mBuffer; D3D11Device& mDevice; bool mStreamOut; }; }