#include "BsD3D11GpuParamBlockBuffer.h" #include "BsD3D11HardwareBuffer.h" #include "BsD3D11RenderSystem.h" #include "BsD3D11Device.h" #include "BsRenderStats.h" namespace BansheeEngine { D3D11GpuParamBlockBuffer::D3D11GpuParamBlockBuffer() :mBuffer(nullptr) { } void D3D11GpuParamBlockBuffer::initialize_internal() { D3D11RenderSystem* d3d11rs = static_cast(RenderSystem::instancePtr()); D3D11Device& device = d3d11rs->getPrimaryDevice(); if(mUsage == GPBU_STATIC) mBuffer = bs_new(D3D11HardwareBuffer::BT_CONSTANT, GBU_STATIC, 1, mSize, std::ref(device)); else if(mUsage == GPBU_DYNAMIC) mBuffer = bs_new(D3D11HardwareBuffer::BT_CONSTANT, GBU_DYNAMIC, 1, mSize, std::ref(device)); else BS_EXCEPT(InternalErrorException, "Invalid gpu param block usage."); BS_INC_RENDER_STAT_CAT(ResCreated, RenderStatObject_GpuParamBuffer); GpuParamBlockBuffer::initialize_internal(); } void D3D11GpuParamBlockBuffer::destroy_internal() { if(mBuffer != nullptr) bs_delete(mBuffer); BS_INC_RENDER_STAT_CAT(ResDestroyed, RenderStatObject_GpuParamBuffer); GpuParamBlockBuffer::destroy_internal(); } ID3D11Buffer* D3D11GpuParamBlockBuffer::getD3D11Buffer() const { return mBuffer->getD3DBuffer(); } void D3D11GpuParamBlockBuffer::writeData(const UINT8* data) { mBuffer->writeData(0, mSize, data, BufferWriteType::Discard); BS_INC_RENDER_STAT_CAT(ResWrite, RenderStatObject_GpuParamBuffer); } void D3D11GpuParamBlockBuffer::readData(UINT8* data) const { mBuffer->readData(0, mSize, data); BS_INC_RENDER_STAT_CAT(ResRead, RenderStatObject_GpuParamBuffer); } }