#include "CmD3D11HardwareIndexBuffer.h" namespace CamelotEngine { D3D11HardwareIndexBuffer::D3D11HardwareIndexBuffer(D3D11Device& device, HardwareBufferManagerBase* mgr, IndexType idxType, UINT32 numIndexes, HardwareBuffer::Usage usage, bool useSystemMem) :HardwareIndexBuffer(mgr, idxType, numIndexes, usage, useSystemMem) { mBuffer = new D3D11HardwareBuffer(D3D11HardwareBuffer::INDEX_BUFFER, mSizeInBytes, usage, device, useSystemMem, false); } D3D11HardwareIndexBuffer::~D3D11HardwareIndexBuffer() { delete mBuffer; } void* D3D11HardwareIndexBuffer::lockImpl(UINT32 offset, UINT32 length, LockOptions options) { return mBuffer->lock(offset, length, options); } void D3D11HardwareIndexBuffer::unlockImpl() { mBuffer->unlock(); } void D3D11HardwareIndexBuffer::readData(UINT32 offset, UINT32 length, void* pDest) { mBuffer->readData(offset, length, pDest); } void D3D11HardwareIndexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, bool discardWholeBuffer) { mBuffer->writeData(offset, length, pSource, discardWholeBuffer); } void D3D11HardwareIndexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer) { mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer); } }