#include "BsD3D11IndexBuffer.h" #include "BsD3D11Device.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D11IndexBufferCore::D3D11IndexBufferCore(D3D11Device& device, IndexType idxType, UINT32 numIndexes, GpuBufferUsage usage) :IndexBufferCore(idxType, numIndexes, usage), mDevice(device), mBuffer(nullptr) { } D3D11IndexBufferCore::~D3D11IndexBufferCore() { if (mBuffer != nullptr) bs_delete(mBuffer); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_IndexBuffer); } void D3D11IndexBufferCore::initialize() { mBuffer = bs_new(D3D11HardwareBuffer::BT_INDEX, mUsage, 1, mSizeInBytes, std::ref(mDevice), mSystemMemory); BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_IndexBuffer); IndexBufferCore::initialize(); } void* D3D11IndexBufferCore::lockImpl(UINT32 offset, UINT32 length, GpuLockOptions options) { #if BS_PROFILING_ENABLED if (options == GBL_READ_ONLY || options == GBL_READ_WRITE) { BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer); } 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_IndexBuffer); } #endif return mBuffer->lock(offset, length, options); } void D3D11IndexBufferCore::unlockImpl() { mBuffer->unlock(); } void D3D11IndexBufferCore::readData(UINT32 offset, UINT32 length, void* pDest) { mBuffer->readData(offset, length, pDest); BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_IndexBuffer); } void D3D11IndexBufferCore::writeData(UINT32 offset, UINT32 length, const void* pSource, BufferWriteType writeFlags) { mBuffer->writeData(offset, length, pSource, writeFlags); BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_IndexBuffer); } void D3D11IndexBufferCore::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer) { mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer); } }