#include "CmD3D11HardwareConstantBuffer.h" namespace CamelotEngine { D3D11HardwareConstantBuffer::D3D11HardwareConstantBuffer(D3D11Device& device, HardwareBufferManagerBase* mgr, UINT32 sizeBytes, HardwareBuffer::Usage usage, bool useSystemMem) :HardwareConstantBuffer(mgr, sizeBytes, usage, useSystemMem) { mBuffer = new D3D11HardwareBuffer(D3D11HardwareBuffer::CONSTANT_BUFFER, mSizeInBytes, usage, device, useSystemMem, false); } D3D11HardwareConstantBuffer::~D3D11HardwareConstantBuffer() { delete mBuffer; } void* D3D11HardwareConstantBuffer::lockImpl(UINT32 offset, UINT32 length, LockOptions options) { return mBuffer->lock(offset, length, options); } void D3D11HardwareConstantBuffer::unlockImpl() { mBuffer->unlock(); } void D3D11HardwareConstantBuffer::readData(UINT32 offset, UINT32 length, void* pDest) { mBuffer->readData(offset, length, pDest); } void D3D11HardwareConstantBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, bool discardWholeBuffer) { mBuffer->writeData(offset, length, pSource, discardWholeBuffer); } void D3D11HardwareConstantBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer) { mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer); } }