//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #include "BsVulkanGpuParamBlockBuffer.h" #include "BsVulkanHardwareBuffer.h" #include "Profiling/BsRenderStats.h" namespace bs { namespace ct { VulkanGpuParamBlockBuffer::VulkanGpuParamBlockBuffer(UINT32 size, GpuParamBlockUsage usage, GpuDeviceFlags deviceMask) :GpuParamBlockBuffer(size, usage, deviceMask), mBuffer(nullptr), mDeviceMask(deviceMask) { } VulkanGpuParamBlockBuffer::~VulkanGpuParamBlockBuffer() { if(mBuffer != nullptr) bs_delete(mBuffer); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuParamBuffer); } void VulkanGpuParamBlockBuffer::initialize() { BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuParamBuffer); GpuBufferUsage usage = mUsage == GPBU_STATIC ? GBU_STATIC : GBU_DYNAMIC; mBuffer = bs_new(VulkanHardwareBuffer::BT_UNIFORM, BF_UNKNOWN, usage, mSize, mDeviceMask); GpuParamBlockBuffer::initialize(); } void VulkanGpuParamBlockBuffer::writeToGPU(const UINT8* data, UINT32 queueIdx) { mBuffer->writeData(0, mSize, data, BWT_DISCARD, queueIdx); BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuParamBuffer); } VulkanBuffer* VulkanGpuParamBlockBuffer::getResource(UINT32 deviceIdx) const { return mBuffer->getResource(deviceIdx); } }}