//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsVulkanVertexBuffer.h" #include "BsVulkanHardwareBuffer.h" #include "Profiling/BsRenderStats.h" namespace bs { namespace ct { VulkanVertexBuffer::VulkanVertexBuffer(const VERTEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask) :VertexBuffer(desc, deviceMask), mBuffer(nullptr), mUsage(desc.usage), mDeviceMask(deviceMask) { } VulkanVertexBuffer::~VulkanVertexBuffer() { if (mBuffer != nullptr) bs_delete(mBuffer); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_VertexBuffer); } void VulkanVertexBuffer::initialize() { mBuffer = bs_new(VulkanHardwareBuffer::BT_VERTEX, BF_UNKNOWN, mUsage, mSize, mDeviceMask); BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_VertexBuffer); VertexBuffer::initialize(); } void* VulkanVertexBuffer::map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 deviceIdx, UINT32 queueIdx) { #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, deviceIdx, queueIdx); } void VulkanVertexBuffer::unmap() { mBuffer->unlock(); } void VulkanVertexBuffer::readData(UINT32 offset, UINT32 length, void* dest, UINT32 deviceIdx, UINT32 queueIdx) { mBuffer->readData(offset, length, dest, deviceIdx, queueIdx); BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_VertexBuffer); } void VulkanVertexBuffer::writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags, UINT32 queueIdx) { mBuffer->writeData(offset, length, source, writeFlags, queueIdx); BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_VertexBuffer); } void VulkanVertexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer, const SPtr& commandBuffer) { mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer, commandBuffer); } VulkanBuffer* VulkanVertexBuffer::getResource(UINT32 deviceIdx) const { return mBuffer->getResource(deviceIdx); } }}