//********************************** Banshee Engine (www.banshee3d.com) **************************************************// //**************** Copyright (c) 2016 Marko Pintera (marko.pintera@gmail.com). All rights reserved. **********************// #pragma once #include "BsD3D11Prerequisites.h" #include "BsIndexBuffer.h" #include "BsD3D11HardwareBuffer.h" namespace BansheeEngine { /** @addtogroup D3D11 * @{ */ /** DirectX 11 implementation of an index buffer. */ class BS_D3D11_EXPORT D3D11IndexBufferCore : public IndexBufferCore { public: D3D11IndexBufferCore(D3D11Device& device, const INDEX_BUFFER_DESC& desc, GpuDeviceFlags deviceMask); ~D3D11IndexBufferCore(); /** @copydoc IndexBufferCore::readData */ void readData(UINT32 offset, UINT32 length, void* dest, UINT32 syncMask = 0x00000001) override; /** @copydoc IndexBufferCore::writeData */ void writeData(UINT32 offset, UINT32 length, const void* source, BufferWriteType writeFlags = BWT_NORMAL, UINT32 syncMask = 0x00000001) override; /** @copydoc IndexBufferCore::copyData */ void copyData(HardwareBuffer& srcBuffer, UINT32 srcOffset, UINT32 dstOffset, UINT32 length, bool discardWholeBuffer = false, UINT32 syncMask = 0x00000001) override; /** Gets the internal DX11 index buffer object. */ ID3D11Buffer* getD3DIndexBuffer() const { return mBuffer->getD3DBuffer(); } protected: /** @copydoc IndexBufferCore::map */ void* map(UINT32 offset, UINT32 length, GpuLockOptions options, UINT32 syncMask) override; /** @copydoc IndexBufferCore::unmap */ void unmap() override; /** @copydoc IndexBufferCore::initialize */ void initialize() override; D3D11HardwareBuffer* mBuffer; D3D11Device& mDevice; }; /** @} */ }