//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "BsHardwareBufferManager.h" namespace BansheeEngine { /** * @brief Handles creation of DirectX 11 hardware buffers. */ class BS_D3D11_EXPORT D3D11HardwareBufferCoreManager : public HardwareBufferCoreManager { public: D3D11HardwareBufferCoreManager(D3D11Device& device); protected: /** * @copydoc HardwareBufferCoreManager::createVertexBufferImpl */ SPtr createVertexBufferInternal(UINT32 vertexSize, UINT32 numVerts, GpuBufferUsage usage, bool streamOut = false) override; /** * @copydoc HardwareBufferCoreManager::createIndexBufferImpl */ SPtr createIndexBufferInternal(IndexType itype, UINT32 numIndexes, GpuBufferUsage usage) override; /** * @copydoc HardwareBufferCoreManager::createGpuParamBlockBufferInternal */ SPtr createGpuParamBlockBufferInternal(UINT32 size, GpuParamBlockUsage usage = GPBU_DYNAMIC) override; /** * @copydoc HardwareBufferCoreManager::createGpuBufferInternal */ SPtr createGpuBufferInternal(UINT32 elementCount, UINT32 elementSize, GpuBufferType type, GpuBufferUsage usage, bool randomGpuWrite = false, bool useCounter = false) override; D3D11Device& mDevice; }; }