#include "CmD3D11HardwareVertexBuffer.h" namespace CamelotEngine { D3D11HardwareVertexBuffer::D3D11HardwareVertexBuffer(D3D11Device& device, HardwareBufferManagerBase* mgr, UINT32 vertexSize, UINT32 numVertices, HardwareBuffer::Usage usage, bool useSystemMem, bool streamOut) :HardwareVertexBuffer(mgr, vertexSize, numVertices, usage, useSystemMem) { mBuffer = new D3D11HardwareBuffer(D3D11HardwareBuffer::VERTEX_BUFFER, mSizeInBytes, usage, device, useSystemMem, streamOut); } D3D11HardwareVertexBuffer::~D3D11HardwareVertexBuffer() { delete mBuffer; } void* D3D11HardwareVertexBuffer::lockImpl(UINT32 offset, UINT32 length, LockOptions options) { return mBuffer->lock(offset, length, options); } void D3D11HardwareVertexBuffer::unlockImpl() { mBuffer->unlock(); } void D3D11HardwareVertexBuffer::readData(UINT32 offset, UINT32 length, void* pDest) { mBuffer->readData(offset, length, pDest); } void D3D11HardwareVertexBuffer::writeData(UINT32 offset, UINT32 length, const void* pSource, bool discardWholeBuffer) { mBuffer->writeData(offset, length, pSource, discardWholeBuffer); } void D3D11HardwareVertexBuffer::copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer) { mBuffer->copyData(srcBuffer, srcOffset, dstOffset, length, discardWholeBuffer); } }